set back up some masks and a third tuto level
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@@ -23,8 +23,11 @@ class_name GameManager
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@export var lvl2_guest_1: MaskedChara
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@export var lvl2_guest_2: MaskedChara
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@export_group("Level 3")
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@export var lvl3_guest_1: MaskedChara
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@export var lvl3_guest_2: MaskedChara
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@export_category("Random levels")
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@export var max_roster_size: int = 3;
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@export_tool_button("Create chara roster") var create_roster_action = create_new_roster
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var current_chara_roster: Array[MaskedChara]
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@@ -37,13 +40,15 @@ enum GameState {
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enum Levels {
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LVL1,
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LVL2,
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LVL3,
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RANDOM
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}
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var current_game_state = GameState.READY
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var current_level = Levels.LVL1
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var current_level = Levels.LVL2
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var first_guest = true
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var current_guest: MaskedChara
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var selected_seat: Seat
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var roster_size: int = 2
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@onready var camera_2d: Camera2D = $"../Camera2D"
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@onready var ring_bell: Sprite2D = $"../RingBell"
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@@ -54,7 +59,7 @@ func create_new_roster() -> void:
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current_chara_roster = []
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print(character_roster.size())
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var roster_for_this_round = character_roster.duplicate()
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var max_number_of_people = min(max_roster_size, character_roster.size())
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var max_number_of_people = min(roster_size, character_roster.size())
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for i in range(max_number_of_people):
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# Pick unique characters for the roster
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var random_index = randi_range(0, roster_for_this_round.size() - 1)
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@@ -113,7 +118,10 @@ func ending_tween_cb():
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mask_list.visible = false
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if current_level == Levels.LVL1:
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current_level = Levels.LVL2
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elif current_level == Levels.LVL2:
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current_level = Levels.LVL3
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else:
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roster_size += 1
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current_level = Levels.RANDOM
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@@ -140,6 +148,8 @@ func on_ready_bell_pressed() -> void:
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current_chara_roster = [lvl1_guest_1, lvl1_guest_2]
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elif current_level == Levels.LVL2:
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current_chara_roster = [lvl2_guest_1, lvl2_guest_2]
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elif current_level == Levels.LVL3:
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current_chara_roster = [lvl3_guest_1, lvl3_guest_2]
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else:
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create_new_roster()
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