Added debug inventory menu
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39
scripts/Singleton/Event.gd
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39
scripts/Singleton/Event.gd
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@@ -0,0 +1,39 @@
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class_name EventSystem extends Node
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enum SpecialEvent {
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INVALID = 0,
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TEST_QUEST = 1,
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};
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var eventFlags:Dictionary[int, int] = {}
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func eventFlagOn(event:SpecialEvent, flagsToTurnOn:int) -> void:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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eventFlags[event] |= flagsToTurnOn;
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func eventFlagOff(event:SpecialEvent, flagsToTurnOff:int) -> void:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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eventFlags[event] &= ~flagsToTurnOff;
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func eventAreFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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return (eventFlags[event] & flagsToCheck) == flagsToCheck;
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func eventIsAnyOfFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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return (eventFlags[event] & flagsToCheck) != 0;
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func eventAreFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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return (eventFlags[event] & flagsToCheck) == 0;
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func eventIsAnyOfFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
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if !eventFlags.has(event):
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eventFlags[event] = 0;
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return (eventFlags[event] & flagsToCheck) != flagsToCheck;
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1
scripts/Singleton/Event.gd.uid
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1
scripts/Singleton/Event.gd.uid
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@@ -0,0 +1 @@
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uid://cde8ji6yll5sl
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@@ -2,10 +2,12 @@ class_name UISystem extends Control
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var QUEST_MENU:QuestMenu
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var DEBUG_MENU:DebugMenu
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var INVENTORY_MENU:FullInventoryMenu
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func _ready() -> void:
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QUEST_MENU = $QuestMenu
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DEBUG_MENU = $DebugMenu
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INVENTORY_MENU = $FullInventory
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func _process(delta: float) -> void:
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# This needs to always be at the end of the parent node's tree
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