suppression des print de debug et ajout du code des timeline dans l'audio manager
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@@ -22,6 +22,7 @@ func _ready():
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func(_s) : setup_volume()
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)
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SceneManager.scene_loaded.connect(_on_change_scene)
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Dialogic.timeline_started.connect(_on_timeline_started)
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func _on_change_scene(scene : Scene):
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play_ambiance()
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@@ -35,6 +36,11 @@ func _on_change_scene(scene : Scene):
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"COCKPIT":
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play_music("Truck")
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func _on_timeline_started():
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var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
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# Timeline name et le nom du fichier de timeline, par exemple demeter_intro
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# Amuse toi Niels ;)
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func fetch_default_volumes():
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var all_players := get_all_players()
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@@ -96,7 +102,6 @@ func play_music(music_name : String = ""):
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if old_music:
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await set_volume(old_music, MIN_VOLUME).finished
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if old_music and old_music != playing_music:
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print(old_music)
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old_music.stop()
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reset_volume(old_music)
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if music_name:
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@@ -34,5 +34,4 @@ func set_energy(_energy : int = energy):
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await battery.ready
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if battery is Battery3d:
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battery.powered = energy_count < energy
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print(battery.powered)
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energy_count += 1
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@@ -123,15 +123,11 @@ func add_plant_data(plant_data : PlantData, with_update = true):
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_on_plant_updated(plant_data)
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func _on_plant_updated(plant_data : PlantData):
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print("for plant %s" % plant_data.plant_name)
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var old_plant_score = score_by_plant[plant_data]
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print("old score = %d" % old_plant_score)
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score_by_plant[plant_data] = plant_data.get_score()
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print("new score = %d" % score_by_plant[plant_data])
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if old_plant_score != score_by_plant[plant_data]:
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print("plant changin score")
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plant_changing_score.emit(plant_data, score_by_plant[plant_data] - old_plant_score)
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update()
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