mirror of
https://github.com/tonytins/dressupzack
synced 2025-05-07 14:04:48 -04:00
License headers
- GameScn.cs now functions the same as GameScn.gd, even though the two use different techniques in changing the clothes, due to the nature of their respective languages. - Soundtrack works but not as intended. I think it's repeating the same song. - License headers have been brought back.
This commit is contained in:
parent
f64c5a3be8
commit
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8 changed files with 110 additions and 32 deletions
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@ -1,5 +1,8 @@
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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// This code was generated by a tool. Any changes made manually will be lost
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// This code was generated by a tool. Any changes made manually will be lost
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// the next time this code is regenerated.
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// the next time this code is regenerated.
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using System.Reflection;
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using System.Reflection;
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[assembly: AssemblyVersion("0.0.1906.1102")]
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[assembly: AssemblyVersion("0.0.1906.1104")]
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[assembly: AssemblyFileVersion("0.0.1906.1102")]
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[assembly: AssemblyFileVersion("0.0.1906.1104")]
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@ -4,6 +4,9 @@
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var now = DateTime.UtcNow;
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var now = DateTime.UtcNow;
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var version = $"0.0.{now.Year % 100:D2}{now.Month:D2}.{now.Day:D2}{now.Hour:D2}";
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var version = $"0.0.{now.Year % 100:D2}{now.Month:D2}.{now.Day:D2}{now.Hour:D2}";
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#>
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#>
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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// This code was generated by a tool. Any changes made manually will be lost
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// This code was generated by a tool. Any changes made manually will be lost
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// the next time this code is regenerated.
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// the next time this code is regenerated.
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using System.Reflection;
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using System.Reflection;
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@ -1,3 +1,5 @@
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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using System.Reflection;
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using System.Reflection;
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// Information about this assembly is defined by the following attributes.
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// Information about this assembly is defined by the following attributes.
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4
project/project.licenseheader
Normal file
4
project/project.licenseheader
Normal file
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@ -0,0 +1,4 @@
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extensions: designer.cs generated.cs
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extensions: .cs .cpp .h
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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@ -39,6 +39,7 @@ custom_colors/font_color_bg = Color( 0.921569, 0.921569, 0.921569, 1 )
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custom_colors/font_color_fg = Color( 1, 1, 1, 1 )
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custom_colors/font_color_fg = Color( 1, 1, 1, 1 )
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[node name="Pants" type="Tabs" parent="Wordrobe"]
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[node name="Pants" type="Tabs" parent="Wordrobe"]
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editor/display_folded = true
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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margin_top = 31.0
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margin_top = 31.0
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@ -87,6 +88,7 @@ icon = ExtResource( 7 )
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flat = true
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flat = true
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[node name="Shirts" type="Tabs" parent="Wordrobe"]
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[node name="Shirts" type="Tabs" parent="Wordrobe"]
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editor/display_folded = true
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visible = false
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visible = false
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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@ -1,6 +1,8 @@
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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using Godot;
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using Godot;
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public enum ClothingType
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public enum ClothingLayer
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{
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{
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Shirts,
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Shirts,
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Pants,
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Pants,
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@ -10,43 +12,63 @@ public enum ClothingType
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public class GameScn : Node
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public class GameScn : Node
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{
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{
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void ChangeClothes(string path, ClothingType clothingType)
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void ChangeClothes(string path, ClothingLayer clothingLayer)
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{
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{
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var texture = ResourceLoader.Load<Texture>($"res://sprites/{path}");
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var texture = ResourceLoader.Load<Texture>($"res://sprites/{path}");
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switch (clothingType)
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switch (clothingLayer)
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{
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{
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case ClothingType.Shirts:
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case ClothingLayer.Shirts:
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var top = GetNode<Sprite>("Nathan/Top");
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var top = GetNode<Sprite>("Nathan/Top");
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top.Texture = texture;
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top.Texture = texture;
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break;
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break;
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case ClothingType.Pants:
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case ClothingLayer.Pants:
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var bottom = GetNode<Sprite>("Nathan/Bottom");
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var bottom = GetNode<Sprite>("Nathan/Bottom");
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bottom.Texture = texture;
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bottom.Texture = texture;
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break;
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break;
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case ClothingType.Undies:
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case ClothingLayer.Undies:
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var undies = GetNode<Sprite>("Nathan/Undies");
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var undies = GetNode<Sprite>("Nathan/Undies");
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undies.Texture = texture;
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undies.Texture = texture;
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break;
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break;
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case ClothingType.Accessory:
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case ClothingLayer.Accessory:
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var accessory = GetNode<Sprite>("Nathan/Accessory");
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var accessory = GetNode<Sprite>("Nathan/Accessory");
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accessory.Texture = texture;
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accessory.Texture = texture;
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break;
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break;
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}
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}
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}
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}
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TextureButton ClothesButton(string path, ClothingType clothingType)
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void ChangeClothes(ClothingLayer clothingLayer)
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{
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var blankTopPath = "tops_placeholder.png";
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var blankBottomPath = "bottoms_placeholder.png";
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switch (clothingLayer)
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{
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case ClothingLayer.Shirts:
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ChangeClothes(blankTopPath, ClothingLayer.Shirts);
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break;
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case ClothingLayer.Pants:
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ChangeClothes(blankBottomPath, ClothingLayer.Pants);
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break;
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case ClothingLayer.Accessory:
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ChangeClothes(blankTopPath, ClothingLayer.Accessory);
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break;
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}
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}
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TextureButton ClothesButton(string path, ClothingLayer clothingType)
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{
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{
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switch (clothingType)
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switch (clothingType)
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{
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{
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case ClothingType.Accessory:
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case ClothingLayer.Accessory:
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return GetNode<TextureButton>($"Clothes/Wordrobe/Accessoires/AccsGrid/{path}");
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return GetNode<TextureButton>($"Clothes/Wordrobe/Accessoires/AccsGrid/{path}");
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case ClothingType.Undies:
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case ClothingLayer.Undies:
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return GetNode<TextureButton>($"Clothes/Wordrobe/Underwear/UndiesGrid/{path}");
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return GetNode<TextureButton>($"Clothes/Wordrobe/Underwear/UndiesGrid/{path}");
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default:
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default:
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case ClothingType.Pants:
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case ClothingLayer.Pants:
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return GetNode<TextureButton>($"Clothes/Wordrobe/Pants/PantsGrid/{path}");
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return GetNode<TextureButton>($"Clothes/Wordrobe/Pants/PantsGrid/{path}");
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case ClothingType.Shirts:
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case ClothingLayer.Shirts:
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return GetNode<TextureButton>($"Clothes/Wordrobe/Shirts/ShirtsGrid/{path}");
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return GetNode<TextureButton>($"Clothes/Wordrobe/Shirts/ShirtsGrid/{path}");
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}
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}
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}
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}
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public override void _Process(float delta)
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public override void _Process(float delta)
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{
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{
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// Accessories
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// Accessories
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if (ClothesButton("CanonCam", ClothingType.Accessory).Pressed)
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// ====================================================
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ChangeClothes("camera.png", ClothingType.Accessory);
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if (ClothesButton("CanonCam", ClothingLayer.Accessory).Pressed)
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ChangeClothes("camera.png", ClothingLayer.Accessory);
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//if (ClothesButton("RemoveAccessory", ClothingLayer.Accessory).Pressed)
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// ChangeClothes(ClothingLayer.Accessory);
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// Pants
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// Pants
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if (ClothesButton("Jeans", ClothingType.Pants).Pressed)
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// ====================================================
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ChangeClothes("jeans.svg", ClothingType.Pants);
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if (ClothesButton("Jeans", ClothingLayer.Pants).Pressed)
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ChangeClothes("jeans.svg", ClothingLayer.Pants);
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if (ClothesButton("Sweats", ClothingLayer.Pants).Pressed)
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ChangeClothes("sweat_pants.svg", ClothingLayer.Pants);
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if (ClothesButton("BeatUpJeans", ClothingLayer.Pants).Pressed)
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ChangeClothes("beat_up_jeans.svg", ClothingLayer.Pants);
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if (ClothesButton("BlueCamoJeans", ClothingLayer.Pants).Pressed)
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ChangeClothes("blue_camo_jeans.svg", ClothingLayer.Pants);
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//if (ClothesButton("RemovePants", ClothingLayer.Pants).Pressed)
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// ChangeClothes(ClothingLayer.Pants);
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// Underwear
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// ====================================================
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if (ClothesButton("Briefs", ClothingLayer.Undies).Pressed)
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ChangeClothes("briefs.svg", ClothingLayer.Undies);
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if (ClothesButton("ZBriefs", ClothingLayer.Undies).Pressed)
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ChangeClothes("z_briefs.svg", ClothingLayer.Undies);
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if (ClothesButton("Fundosi", ClothingLayer.Undies).Pressed)
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ChangeClothes("fundosi.svg", ClothingLayer.Undies);
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if (ClothesButton("OwOCensor", ClothingLayer.Undies).Pressed)
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ChangeClothes("owo_censor.svg", ClothingLayer.Undies);
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// Shirts
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// ====================================================
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if (ClothesButton("TrainHoodie", ClothingLayer.Shirts).Pressed)
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ChangeClothes("train_hoodie.svg", ClothingLayer.Shirts);
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if (ClothesButton("Sweatshirt", ClothingLayer.Shirts).Pressed)
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ChangeClothes("old_sweatshirt.svg", ClothingLayer.Shirts);
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}
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}
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}
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}
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@ -1,19 +1,16 @@
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using System;
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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using Godot;
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using Godot;
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public class Soundtrack : AudioStreamPlayer {
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public class Soundtrack : AudioStreamPlayer
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// Declare member variables here. Examples:
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{
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// private int a = 2;
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// private string b = "text";
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// Called when the node enters the scene tree for the first time.
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public override void _Ready () {
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public override void _Ready () {
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Connect ("finished", this, "PlayRandomSong");
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//Connect ("finished", this, "PlayRandomSong");
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PlayRandomSong ();
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//PlayRandomSong();
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}
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}
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void PlayRandomSong () {
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void PlayRandomSong () {
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var rand = new RandomNumberGenerator ();
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var rand = new RandomNumberGenerator();
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rand.Randomize ();
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rand.Randomize ();
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var tracks = new string[] {
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var tracks = new string[] {
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"at_the_lake",
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"at_the_lake",
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"mushrooms",
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"mushrooms",
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};
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};
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var randDb = rand.Randi () % tracks.Length;
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var index = rand.RandiRange(0, tracks.Length);
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// var audiostream = this.
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var audiostream = ResourceLoader.Load<AudioStream>($"res://music/{tracks[index]}.ogg");
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Play ();
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Stream = audiostream;
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Play();
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}
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}
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}
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}
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using System;
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// Anthony Wilcox licenses this file to you under the GPL license.
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// See the LICENSE file in the project root for more information.
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using Godot;
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using Godot;
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public class TitleScn : Node {
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public class TitleScn : Node {
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Reference in a new issue