Added talkey to texty
This commit is contained in:
@ -36,7 +36,7 @@ tool_tileset(tileset_death texture_death ${DIR_GAME_ASSETS}/characters/death/she
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tool_truetype(truetype_alice ${DIR_GAME_ASSETS}/font/Alice-Regular.ttf truetype_alice 2048 2048 120)
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tool_audio(audio_test borrowed/sample_long.wav)
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tool_audio(audio_test borrowed/sample_short.wav)
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add_dependencies(${DAWN_TARGET_NAME}
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language_en
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@ -25,7 +25,7 @@ int32_t DawnGame::init() {
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this->renderManager.init();
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this->audioManager.init();
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this->scene = new SubSceneRendererScene<Scene_1>(this);
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this->scene = new Scene_1(this);
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return DAWN_GAME_INIT_RESULT_SUCCESS;
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}
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@ -18,10 +18,13 @@ namespace Dawn {
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VisualNovelCharacter *vnCharacter;
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AnimationController *animation;
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struct VisualNovelCharacterEmotion emotionDefault;
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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_death"),
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assMan->get<TilesetAsset>("tileset_death")
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assMan->get<TilesetAsset>("tileset_death"),
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assMan->get<AudioAsset>("audio_test")
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};
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}
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@ -33,6 +36,10 @@ namespace Dawn {
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void prefabInit(AssetManager *man) override {
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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 audioAsset = man->get<AudioAsset>("audio_test");
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// Emotions
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this->emotionDefault.talkSound = audioAsset;
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auto meshRenderer = this->addComponent<MeshRenderer>();
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auto meshHost = this->addComponent<MeshHost>();
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@ -48,6 +55,8 @@ namespace Dawn {
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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->addComponent<AudioSource>();
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this->transform.setLocalPosition(glm::vec3(0, 0, 0));
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}
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@ -23,6 +23,6 @@ std::vector<Asset*> PixelVNScene::getRequiredAssets() {
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void PixelVNScene::vnStage() {
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this->renderTarget.setClearColor(COLOR_RED);
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this->camera->setRenderTarget(&this->renderTarget);
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// this->camera->setRenderTarget(&this->renderTarget);
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auto pixelPerfectCamera = this->camera->item->addComponent<PixelPerfectCamera>();
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}
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@ -7,23 +7,19 @@
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#include "scenes/PixelVNScene.hpp"
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#include "scenes/Scene_2.hpp"
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#include "prefabs/characters/DeathPrefab.hpp"
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#include "scene/components/audio/AudioListener.hpp"
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#include "scene/components/audio/AudioSource.hpp"
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#include "visualnovel/events/characters/VisualNovelFadeCharacterEvent.hpp"
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#include "visualnovel/events/characters/VIsualNovelTransformItemEvent.hpp"
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#include "visualnovel/events/timing/VisualNovelBatchEvent.hpp"
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namespace Dawn {
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class Scene_1 : public PixelVNScene {
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protected:
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DeathPrefab *death;
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DeathPrefab *death2;
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void vnStage() override {
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PixelVNScene::vnStage();
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this->death = DeathPrefab::create(this);
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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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void onSceneEnded() {
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@ -52,26 +48,7 @@ namespace Dawn {
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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 VisualNovelBatchEvent(
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vnManager,
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std::vector<IVisualNovelEvent*>{
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new VisualNovelFadeCharacterEvent(
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vnManager,
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this->death->vnCharacter,
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true,
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&easeLinear,
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2.0f
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),
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new VisualNovelFadeCharacterEvent(
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vnManager,
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this->death2->vnCharacter,
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false,
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&easeLinear,
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2.0f
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)
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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 VisualNovelTextboxEvent(vnManager, this->death->vnCharacter, this->death->emotionDefault, "scene.1.1"))
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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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@ -36,7 +36,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -36,7 +36,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -56,7 +56,7 @@ namespace Dawn {
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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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auto start = new VisualNovelTextboxEvent(vnManager, "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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@ -36,7 +36,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -36,7 +36,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -36,7 +36,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -35,7 +35,7 @@ namespace Dawn {
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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 VisualNovelTextboxEvent(vnManager, "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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@ -56,7 +56,7 @@ namespace Dawn {
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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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auto start = new VisualNovelTextboxEvent(vnManager, "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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@ -28,7 +28,7 @@ namespace Dawn {
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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.18.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "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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@ -37,7 +37,7 @@ namespace Dawn {
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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.2.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "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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@ -37,7 +37,7 @@ namespace Dawn {
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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.3.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "scene.3.1"))
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->then(new VisualNovelCallbackEvent<Scene_3>(vnManager, this, &Scene_3::onSceneEnded))
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;
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return start;
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@ -56,7 +56,7 @@ namespace Dawn {
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.4.1");
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auto start = new VisualNovelTextboxEvent(vnManager, "scene.4.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_4>(vnManager, this, &Scene_4::onSceneEnded))
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;
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@ -37,7 +37,7 @@ namespace Dawn {
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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.5.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "scene.5.1"))
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->then(new VisualNovelCallbackEvent<Scene_5>(vnManager, this, &Scene_5::onSceneEnded))
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;
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return start;
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@ -37,7 +37,7 @@ namespace Dawn {
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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.6.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "scene.6.1"))
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->then(new VisualNovelCallbackEvent<Scene_6>(vnManager, this, &Scene_6::onSceneEnded))
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;
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return start;
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@ -36,7 +36,7 @@ namespace Dawn {
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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.7.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "scene.7.1"))
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->then(new VisualNovelCallbackEvent<Scene_7>(vnManager, this, &Scene_7::onSceneEnded))
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;
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return start;
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@ -56,7 +56,7 @@ namespace Dawn {
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}
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IVisualNovelEvent * getVNEvent() override {
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auto start = new VisualNovelTextboxEvent(vnManager, penny->vnCharacter, "scene.8.1");
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auto start = new VisualNovelTextboxEvent(vnManager, "scene.8.1");
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start
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->then(new VisualNovelCallbackEvent<Scene_8>(vnManager, this, &Scene_8::onSceneEnded))
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;
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@ -36,7 +36,7 @@ namespace Dawn {
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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.9.1"))
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->then(new VisualNovelTextboxEvent(vnManager, "scene.9.1"))
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->then(new VisualNovelCallbackEvent<Scene_9>(vnManager, this, &Scene_9::onSceneEnded))
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;
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return start;
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