complete project reorganization
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45
tools/general_manager.gd
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45
tools/general_manager.gd
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@icon("res://assets/ui/IconGodotNode/white/icon_gear_2.png")
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extends Node
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@export_category("Scenes")
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@export_group("General")
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@export var main_menu_path : String = "res://menus/scenes/menus/main_menu/main_menu_with_animations.tscn"
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@export_category("Menus")
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@export_group("Overlaid")
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@export var lost_menu_scene : PackedScene = preload("uid://ciyq8eiv1mtie")
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@export var toolbox_scene : PackedScene = preload("uid://bcn582q8qd4ns")
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@export_category("Others")
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@export var focused_viewport : Viewport
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@export var toolbox_action:GUIDEAction = preload("uid://ca68r7n3bwba3")
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# Debug
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@onready var debug_layer: CanvasLayer = $"../DebugLayer"
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@onready var player: PlayerController = $"../Player"
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func _ready() -> void:
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toolbox_action.triggered.connect(open_toolbox)
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func open_overlaid_menu(menu: PackedScene) -> Node:
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if not focused_viewport:
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focused_viewport = get_viewport()
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var _initial_focus_control = focused_viewport.gui_get_focus_owner()
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return menu.instantiate()
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func open_toolbox() -> void:
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var toolbox: Toolbox = open_overlaid_menu(toolbox_scene)
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toolbox.player = player
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debug_layer.call_deferred("add_child", toolbox)
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func on_player_died() -> void:
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var lost_menu: LevelLostMenu = open_overlaid_menu(lost_menu_scene)
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get_tree().current_scene.call_deferred("add_child", lost_menu)
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lost_menu.restart_pressed.connect(restart_current_level)
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lost_menu.main_menu_pressed.connect(back_to_main_menu)
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func back_to_main_menu():
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SceneLoader.load_scene(main_menu_path)
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func restart_current_level():
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SceneLoader.reload_current_scene()
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