The fruits of my labor
This commit is contained in:
@ -10,13 +10,12 @@
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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#include "scene/components/display/shader/SimpleTexturedShaderInterface.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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namespace Dawn {
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class DeathPrefab : public SceneItemPrefab<DeathPrefab> {
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public:
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VisualNovelCharacter *vnCharacter;
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SimpleTexturedShaderInterface *shaderInterface;
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AnimationController *animation;
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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@ -36,11 +35,10 @@ namespace Dawn {
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auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto material = this->addComponent<Material>();
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auto meshHost = this->addComponent<MeshHost>();
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shaderInterface = this->addComponent<SimpleTexturedShaderInterface>();
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shaderInterface->setTexture(&textureAsset->texture);
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auto material = this->addComponent<SimpleTexturedMaterial>();
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material->texture = &textureAsset->texture;
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.death.name";
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@ -10,40 +10,45 @@
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#include "scene/components/Components.hpp"
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#include "visualnovel/components/VisualNovelCharacter.hpp"
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#include "display/animation/TiledSpriteAnimation.hpp"
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#include "scene/components/display/material/SimpleTexturedMaterial.hpp"
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namespace Dawn {
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class PennyPrefab : public SceneItemPrefab<PennyPrefab> {
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public:
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VisualNovelCharacter *vnCharacter;
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PokerPlayer *pokerPlayer;
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SimpleTexturedMaterial *material;
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static std::vector<Asset*> prefabAssets(AssetManager *assMan) {
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return std::vector<Asset*>{
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assMan->get<TextureAsset>("texture_penny"),
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assMan->get<TilesetAsset>("tileset_penny")
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assMan->get<TextureAsset>("texture_death"),
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assMan->get<TilesetAsset>("tileset_death")
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};
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}
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PennyPrefab(Scene *scene, sceneitemid_t id) : SceneItemPrefab(scene, id){}
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void prefabInit(AssetManager *man) override {
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auto textureAsset = man->get<TextureAsset>("texture_penny");
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auto tilesetAsset = man->get<TilesetAsset>("tileset_penny");
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auto textureAsset = man->get<TextureAsset>("texture_death");
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auto tilesetAsset = man->get<TilesetAsset>("tileset_death");
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto material = this->addComponent<Material>();
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auto meshHost = this->addComponent<MeshHost>();
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auto tiledSprite = this->addComponent<TiledSprite>();
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auto animation = this->addComponent<AnimationController>();
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auto pokerPlayer = this->addComponent<PokerPlayer>();
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.penny.name";
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auto param = material->getShader()->getParameterByName("u_Text");
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material->textureValues[param] = &textureAsset->texture;
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material = this->addComponent<SimpleTexturedMaterial>();
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material->texture = &textureAsset->texture;
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auto animation = this->addComponent<AnimationController>();
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pokerPlayer = this->addComponent<PokerPlayer>();
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vnCharacter = this->addComponent<VisualNovelCharacter>();
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vnCharacter->nameKey = "character.penny.name";
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auto tiledSprite = this->addComponent<TiledSprite>();
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tiledSprite->setTilesetAndSize(&tilesetAsset->tileset);
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tiledSprite->setTile(0);
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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// auto anim = new TiledSpriteAnimation(tiledSprite);
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@ -22,8 +22,6 @@ namespace Dawn {
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PixelVNScene::vnStage();
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this->death = DeathPrefab::create(this);
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this->death->vnCharacter->setOpacity(0);
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this->death2 = DeathPrefab::create(this);
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this->death2->transform.setLocalPosition(glm::vec3(100, 0, 0));
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}
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@ -38,8 +36,21 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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public:
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Scene_1(DawnGame *game) : PixelVNScene(game) {
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto man = &this->game->assetManager;
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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vectorAppend(&assets, DeathPrefab::getRequiredAssets(man));
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assets.push_back(man->get<AudioAsset>("audio_test"));
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 1.0f);
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelBatchEvent(
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vnManager,
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@ -61,22 +72,9 @@ namespace Dawn {
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}
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))
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.1.1"))
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->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
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// ->then(new VisualNovelCallbackEvent<Scene_1>(vnManager, this, &Scene_1::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_1(DawnGame *game) : PixelVNScene(game) {
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto man = &this->game->assetManager;
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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vectorAppend(&assets, DeathPrefab::getRequiredAssets(man));
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assets.push_back(man->get<AudioAsset>("audio_test"));
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return assets;
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}
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};
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}
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@ -24,17 +24,6 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.10.1"))
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->then(new VisualNovelCallbackEvent<Scene_10>(vnManager, this, &Scene_10::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_10(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +32,14 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.10.1"))
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->then(new VisualNovelCallbackEvent<Scene_10>(vnManager, this, &Scene_10::onSceneEnded))
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;
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return start;
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}
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};
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}
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@ -24,17 +24,6 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.11.1"))
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->then(new VisualNovelCallbackEvent<Scene_11>(vnManager, this, &Scene_11::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_11(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +32,14 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.11.1"))
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->then(new VisualNovelCallbackEvent<Scene_11>(vnManager, this, &Scene_11::onSceneEnded))
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;
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return start;
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}
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};
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}
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@ -44,16 +44,6 @@ namespace Dawn {
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};
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.12.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_12>(vnManager, this, &Scene_12::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_12(DawnGame *game) : PokerVNScene(game) {}
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@ -64,5 +54,13 @@ namespace Dawn {
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vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.12.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_12>(vnManager, this, &Scene_12::onSceneEnded))
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;
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return start;
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}
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};
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}
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@ -24,17 +24,6 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.13.1"))
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->then(new VisualNovelCallbackEvent<Scene_13>(vnManager, this, &Scene_13::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_13(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +32,14 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.13.1"))
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->then(new VisualNovelCallbackEvent<Scene_13>(vnManager, this, &Scene_13::onSceneEnded))
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;
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return start;
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}
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};
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}
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@ -24,17 +24,6 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.14.1"))
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->then(new VisualNovelCallbackEvent<Scene_14>(vnManager, this, &Scene_14::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_14(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +32,14 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.14.1"))
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->then(new VisualNovelCallbackEvent<Scene_14>(vnManager, this, &Scene_14::onSceneEnded))
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;
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return start;
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}
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};
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}
|
@ -24,17 +24,6 @@ namespace Dawn {
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.15.1"))
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->then(new VisualNovelCallbackEvent<Scene_15>(vnManager, this, &Scene_15::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_15(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +32,14 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.15.1"))
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->then(new VisualNovelCallbackEvent<Scene_15>(vnManager, this, &Scene_15::onSceneEnded))
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;
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return start;
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}
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};
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}
|
@ -23,18 +23,6 @@ namespace Dawn {
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scene->stage();
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this->game->sceneCutover(scene);
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.16.1"))
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->then(new VisualNovelCallbackEvent<Scene_16>(vnManager, this, &Scene_16::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_16(DawnGame *game) : PixelVNScene(game) {
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}
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@ -43,5 +31,15 @@ namespace Dawn {
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
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start
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.16.1"))
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->then(new VisualNovelCallbackEvent<Scene_16>(vnManager, this, &Scene_16::onSceneEnded))
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;
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return start;
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}
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};
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}
|
@ -44,16 +44,6 @@ namespace Dawn {
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};
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.17.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_17>(vnManager, this, &Scene_17::onSceneEnded))
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;
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return start;
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}
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public:
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Scene_17(DawnGame *game) : PokerVNScene(game) {}
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@ -64,5 +54,13 @@ namespace Dawn {
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vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
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return assets;
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.17.1");
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start
|
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->then(new VisualNovelCallbackEvent<Scene_17>(vnManager, this, &Scene_17::onSceneEnded))
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;
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return start;
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}
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};
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}
|
@ -16,17 +16,6 @@ namespace Dawn {
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void onSceneEnded() {
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
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|
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start
|
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->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.18.1"))
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->then(new VisualNovelCallbackEvent<Scene_18>(vnManager, this, &Scene_18::onSceneEnded))
|
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;
|
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return start;
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}
|
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|
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public:
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Scene_18(DawnGame *game) : PixelVNScene(game) {
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}
|
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@ -35,5 +24,14 @@ namespace Dawn {
|
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
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return assets;
|
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}
|
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|
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IVisualNovelEvent * getVNEvent() override {
|
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.18.1"))
|
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->then(new VisualNovelCallbackEvent<Scene_18>(vnManager, this, &Scene_18::onSceneEnded))
|
||||
;
|
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return start;
|
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}
|
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};
|
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}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
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this->game->sceneCutover(scene);
|
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}
|
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|
||||
IVisualNovelEvent * getVNEvent() override {
|
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auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
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|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.2.1"))
|
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->then(new VisualNovelCallbackEvent<Scene_2>(vnManager, this, &Scene_2::onSceneEnded))
|
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;
|
||||
|
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return start;
|
||||
}
|
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|
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public:
|
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Scene_2(DawnGame *game) : PixelVNScene(game) {
|
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|
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@ -44,5 +33,14 @@ namespace Dawn {
|
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std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
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return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.2.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_2>(vnManager, this, &Scene_2::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.3.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_3>(vnManager, this, &Scene_3::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_3(DawnGame *game) : PixelVNScene(game) {
|
||||
|
||||
@ -44,5 +33,14 @@ namespace Dawn {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.3.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_3>(vnManager, this, &Scene_3::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -44,16 +44,6 @@ namespace Dawn {
|
||||
};
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.4.1");
|
||||
|
||||
start
|
||||
->then(new VisualNovelCallbackEvent<Scene_4>(vnManager, this, &Scene_4::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_4(DawnGame *game) : PokerVNScene(game) {}
|
||||
|
||||
@ -64,5 +54,13 @@ namespace Dawn {
|
||||
vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.4.1");
|
||||
start
|
||||
->then(new VisualNovelCallbackEvent<Scene_4>(vnManager, this, &Scene_4::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.5.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_5>(vnManager, this, &Scene_5::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_5(DawnGame *game) : PixelVNScene(game) {
|
||||
|
||||
@ -44,5 +33,14 @@ namespace Dawn {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.5.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_5>(vnManager, this, &Scene_5::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.6.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_6>(vnManager, this, &Scene_6::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_6(DawnGame *game) : PixelVNScene(game) {
|
||||
|
||||
@ -44,5 +33,14 @@ namespace Dawn {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.6.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_6>(vnManager, this, &Scene_6::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.7.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_7>(vnManager, this, &Scene_7::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_7(DawnGame *game) : PixelVNScene(game) {
|
||||
}
|
||||
@ -43,5 +32,14 @@ namespace Dawn {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.7.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_7>(vnManager, this, &Scene_7::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -44,16 +44,6 @@ namespace Dawn {
|
||||
};
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.8.1");
|
||||
|
||||
start
|
||||
->then(new VisualNovelCallbackEvent<Scene_8>(vnManager, this, &Scene_8::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_8(DawnGame *game) : PokerVNScene(game) {}
|
||||
|
||||
@ -64,5 +54,13 @@ namespace Dawn {
|
||||
vectorAppend(&assets, PennyPrefab::getRequiredAssets(assMan));
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.8.1");
|
||||
start
|
||||
->then(new VisualNovelCallbackEvent<Scene_8>(vnManager, this, &Scene_8::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -24,17 +24,6 @@ namespace Dawn {
|
||||
this->game->sceneCutover(scene);
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.9.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_9>(vnManager, this, &Scene_9::onSceneEnded))
|
||||
;
|
||||
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
Scene_9(DawnGame *game) : PixelVNScene(game) {
|
||||
}
|
||||
@ -43,5 +32,14 @@ namespace Dawn {
|
||||
std::vector<Asset*> assets = PixelVNScene::getRequiredAssets();
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto start = new VisualNovelPauseEvent(vnManager, 0.1f);
|
||||
start
|
||||
->then(new VisualNovelTextboxEvent(vnManager, nullptr, "scene.9.1"))
|
||||
->then(new VisualNovelCallbackEvent<Scene_9>(vnManager, this, &Scene_9::onSceneEnded))
|
||||
;
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -33,17 +33,6 @@ namespace Dawn {
|
||||
};
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto texture = this->game->assetManager.get<TextureAsset>("texture_tavern_night");
|
||||
|
||||
auto start = new VisualNovelChangeSimpleBackgroundEvent(
|
||||
vnManager, &texture->texture
|
||||
);
|
||||
|
||||
start->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "1234"));
|
||||
return start;
|
||||
}
|
||||
|
||||
public:
|
||||
TestScene(DawnGame *game) : PokerVNScene(game) {}
|
||||
|
||||
@ -55,5 +44,14 @@ namespace Dawn {
|
||||
assets.push_back(assMan->get<TextureAsset>("texture_tavern_night"));
|
||||
return assets;
|
||||
}
|
||||
|
||||
IVisualNovelEvent * getVNEvent() override {
|
||||
auto texture = this->game->assetManager.get<TextureAsset>("texture_tavern_night");
|
||||
auto start = new VisualNovelChangeSimpleBackgroundEvent(
|
||||
vnManager, &texture->texture
|
||||
);
|
||||
start->then(new VisualNovelTextboxEvent(vnManager, penny->getComponent<VisualNovelCharacter>(), "1234"));
|
||||
return start;
|
||||
}
|
||||
};
|
||||
}
|
@ -35,7 +35,7 @@ namespace Dawn {
|
||||
static std::vector<Asset*> getAssets(AssetManager *assMan) {
|
||||
std::vector<Asset*> assets;
|
||||
assets = PokerGameBorder::getAssets(assMan);
|
||||
assets.push_back(assMan->get<TrueTypeAsset>("truetype_ark"));
|
||||
assets.push_back(assMan->get<TrueTypeAsset>("truetype_alice"));
|
||||
return assets;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user