Cleaned and improved some event stuff
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@@ -4,13 +4,36 @@ var QUEST_MENU:QuestMenu
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var DEBUG_MENU:DebugMenu
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var INVENTORY_MENU:FullInventoryMenu
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var EVENT_FLAG_MENU:EventFlagMenu
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var VN_TEXTBOX:VNTextbox
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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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EVENT_FLAG_MENU = $EventFlagMenu
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VN_TEXTBOX = $VNTextbox
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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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get_parent().move_child(self, get_parent().get_child_count() - 1)
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func hasInteractionFocus() -> bool:
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# Returns true if the UI system has focus, basically if any UI menu or
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# element is open in a way that prevents interaction with the game world.
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if QUEST_MENU.isOpen():
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return true
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if DEBUG_MENU.isOpen():
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return true
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if INVENTORY_MENU.isOpen():
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return true
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if EVENT_FLAG_MENU.isOpen():
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return true
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if !VN_TEXTBOX.isClosed:
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return true
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return false
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