fixed camera and sword animation issue and upgraded to Godot 4.6
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70
addons/gdUnit4/src/monitor/GdUnitOrphanNodeInfo.gd
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70
addons/gdUnit4/src/monitor/GdUnitOrphanNodeInfo.gd
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class_name GdUnitOrphanNodeInfo
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extends RefCounted
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enum GdUnitOrphanType {
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member,
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variable,
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unknown
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}
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var _id: int
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var _orphan_type: GdUnitOrphanType
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var _type: String
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var _name: String
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var _script_ref: String
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var _func_ref: String
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var _next: GdUnitOrphanNodeInfo
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const text_color := Color.ANTIQUE_WHITE
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const function_color := Color.SKY_BLUE
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const member_variable_color := Color.SALMON
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const engine_type_color := Color.LIGHT_GREEN
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const script_path_color := Color.CORNFLOWER_BLUE
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func _init(orphan_type: GdUnitOrphanType, id: int, type: String, name: String, script_ref: String, func_ref: String = "") -> void:
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_orphan_type = orphan_type
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_id = id
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_type = type
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_name = name
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_script_ref = script_ref
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_func_ref = func_ref
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func as_trace(info: GdUnitOrphanNodeInfo, show_orphan_id := true) -> String:
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var trace := ""
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if show_orphan_id:
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trace += "• <%s> Id:%s\n" % [
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_colored(info._type, engine_type_color),
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_colored(info._id, engine_type_color)]
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match info._orphan_type:
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GdUnitOrphanType.member:
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return trace + " at %s script: %s" % [
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_colored(info._name, member_variable_color),
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_colored(info._script_ref, script_path_color)
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] + sub_info(info._next)
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GdUnitOrphanType.variable:
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return trace + " at %s script: %s.%s()" % [
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_colored(info._name, member_variable_color),
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_colored(info._script_ref, script_path_color),
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_colored(info._func_ref, function_color),
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]
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GdUnitOrphanType.unknown:
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return trace + " %s" % [
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_colored(info._name, member_variable_color)
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]
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_:
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return trace + " No details available"
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func sub_info(next: GdUnitOrphanNodeInfo) -> String:
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if next == null:
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return ""
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return "\n" + as_trace(next, false)
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static func _colored(value: Variant, color: Color) -> String:
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return "[color=%s]%s[/color]" % [color.to_html(), value]
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