prog on scenes
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@@ -12,23 +12,41 @@ func _enter_tree() -> void:
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func _exit_tree() -> void:
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func _exit_tree() -> void:
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push_error("RootScene should not be removed from the scene tree. This is a bug.")
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push_error("RootScene should not be removed from the scene tree. This is a bug.")
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func removeAndHide(node:Node3D) -> void:
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if node && node.get_parent() == self:
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remove_child(node)
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node.visible = false
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func addAndShow(node:Node3D) -> void:
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if node:
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add_child(node)
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node.visible = true
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func onSceneChange(newScene:SceneSingleton.SceneType) -> void:
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func onSceneChange(newScene:SceneSingleton.SceneType) -> void:
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print("overworld", overworld)
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if overworld && overworld.get_parent() == self:
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remove_child(overworld)
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remove_child(initial)
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overworld.visible = false
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initial.visible = false
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match newScene:
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match newScene:
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SceneSingleton.SceneType.INITIAL:
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SceneSingleton.SceneType.INITIAL:
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add_child(initial)
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removeAndHide(overworld)
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initial.visible = true
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removeAndHide(battle)
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removeAndHide(cooking)
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addAndShow(initial)
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SceneSingleton.SceneType.OVERWORLD:
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SceneSingleton.SceneType.OVERWORLD:
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add_child(overworld)
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removeAndHide(initial)
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overworld.visible = true
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removeAndHide(battle)
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removeAndHide(cooking)
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addAndShow(overworld)
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SceneSingleton.SceneType.BATTLE:
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removeAndHide(initial)
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removeAndHide(overworld)
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removeAndHide(cooking)
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addAndShow(battle)
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SceneSingleton.SceneType.COOKING:
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removeAndHide(initial)
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removeAndHide(overworld)
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removeAndHide(battle)
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addAndShow(cooking)
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SceneSingleton.SceneType.UNSET:
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SceneSingleton.SceneType.UNSET:
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pass
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pass
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