Godot project with a few initial classes
State State machine Log resource Lesson logger Game globals
This commit is contained in:
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# Normalize EOL for all files that Git considers text files.
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* text=auto eol=lf
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# Godot 4+ specific ignores
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.godot/
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After Width: | Height: | Size: 4.1 KiB |
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://jl4sirrpr1l1"
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path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
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metadata={
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"vram_texture": false
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[deps]
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source_file="res://icon.svg"
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dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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svg/scale=1.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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_global_script_classes=[{
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"base": "Node",
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"class": &"GameGlobalData",
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"language": &"GDScript",
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"path": "res://sources/utils/autoloads/game_globals.gd"
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}, {
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"base": "Resource",
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"class": &"LogResource",
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"language": &"GDScript",
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"path": "res://sources/utils/minigame_resources/log.gd"
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}, {
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"base": "Node",
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"class": &"Logger",
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"language": &"GDScript",
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"path": "res://sources/utils/autoloads/lesson_logger.gd"
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}, {
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"base": "Node",
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"class": &"State",
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"language": &"GDScript",
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"path": "res://sources/utils/state_machine/state.gd"
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}, {
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"base": "Node",
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"class": &"StateMachine",
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"language": &"GDScript",
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"path": "res://sources/utils/state_machine/state_machine.gd"
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}]
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_global_script_class_icons={
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"GameGlobalData": "",
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"LogResource": "",
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"Logger": "",
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"State": "",
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"StateMachine": ""
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}
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[application]
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config/name="Kalulu"
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config/features=PackedStringArray("4.0", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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GameGlobals="*res://sources/utils/autoloads/game_globals.gd"
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LessonLogger="*res://sources/utils/autoloads/lesson_logger.gd"
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[display]
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window/size/viewport_width=2560
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window/size/viewport_height=1800
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window/size/window_width_override=1280
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window/size/window_height_override=900
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extends Node
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class_name GameGlobalData
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var language: = "French"
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var teacher_id: = ""
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var user_id: = ""
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var minigame_difficulty: = 0
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var lesson_difficulty: = 0
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extends Node
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class_name Logger
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const log_resource_class: = preload("res://sources/utils/minigame_resources/log.gd")
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var log_resources: = {}
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func save_logs(logs: Dictionary, teacher_id: String, user_id: String, minigame_name: String, lesson: String, time: String) -> void:
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var file_path: = "user://" + teacher_id + "/" + user_id + "/" + minigame_name + ".tres"
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if not ResourceLoader.exists(file_path):
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var log_resource: LogResource = log_resource_class.instance()
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ResourceSaver.save(log_resource, file_path, ResourceSaver.FLAG_COMPRESS)
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if not file_path in log_resources:
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var log_resource: = ResourceLoader.load(file_path)
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log_resources[file_path] = log_resource
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if not log_resources[file_path].has(lesson):
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log_resources[file_path][lesson] = {}
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if not log_resources[file_path][lesson].has(time):
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log_resources[file_path][lesson][time] = logs
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else:
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var i: = 0
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while log_resources[file_path][lesson].has(time + "_" + str(i)):
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i += 1
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log_resources[file_path][lesson][time + "_" + str(i)] = logs
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ResourceSaver.save(log_resources[file_path], file_path, ResourceSaver.FLAG_COMPRESS)
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extends Resource
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class_name LogResource
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@export var logs: = {}
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extends Node
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class_name State
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@export var can_be_previous: = true
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var state_machine: StateMachine
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func _init() -> void:
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add_to_group("state")
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func enter_state(_msg: Dictionary = {}) -> void:
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pass
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func exit_state() -> void:
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pass
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func state_process(_delta: float) -> void:
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pass
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func state_physics_process(_delta: float) -> void:
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pass
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func state_unhandled_input(_event: InputEvent) -> void:
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pass
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func go_to_state(state_path: String, msg: Dictionary = {}) -> void:
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state_machine.go_to_state(state_path, msg)
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extends Node
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class_name StateMachine
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signal state_changed(state_path, msg)
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@export_node_path(Node) var initial_state_path: NodePath
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var state: State = null
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var current_msg: = {}
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var previous_state: State = null
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var previous_msg: = {}
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var _is_active: = false
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var is_active: = false:
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get: return _get_is_active()
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set(value): _set_is_active(value)
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func _ready() -> void:
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self.is_active = false
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var children: = get_children()
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for node in children:
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children.append_array(node.get_children())
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if node is State:
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node.state_machine = self
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func start() -> void:
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go_to_state(initial_state_path)
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self.is_active = true
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func _process(delta: float) -> void:
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if state:
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state.state_process(delta)
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func _physics_process(delta: float) -> void:
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if state:
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state.state_physics_process(delta)
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func _unhandled_input(event: InputEvent) -> void:
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if state:
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state.state_unhandled_input(event)
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func go_to_state(state_path: String, msg:= {}):
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var new_state: State = null
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if state_path == "Previous":
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if previous_state == null:
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push_error("No previous state at this point")
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return
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new_state = previous_state
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for key in previous_msg.keys():
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if not msg.has(key):
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msg[key] = previous_msg[key]
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else:
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if not has_node(state_path):
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push_error("State not found :" + state_path)
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return
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new_state = get_node(state_path)
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if state and state.can_be_previous:
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previous_msg = current_msg
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previous_state = state
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if state:
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state.exit_state()
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self.state = new_state
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state.enter_state(msg)
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current_msg = msg
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emit_signal("state_changed", state_path, msg)
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func _set_is_active(value: bool) -> void:
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_is_active = value
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set_process(value)
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set_physics_process(value)
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set_process_unhandled_input(value)
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func _get_is_active() -> bool:
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return _is_active
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