Cleaning
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+11
-11
@@ -178,7 +178,7 @@ func _apply_progression_to_gardens(transition_context: Dictionary) -> void:
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var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[lesson_index]
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var is_blocked_by_boss: bool = UserDataManager.student_progression.is_lesson_blocked_by_boss(lesson_index)
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var is_lesson_unlocked: bool = lesson_unlocks["look_and_learn"] != StudentProgression.Status.Locked and not is_blocked_by_boss
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var is_lesson_unlocked: bool = lesson_unlocks["look_and_learn"] != StudentProgression.Status.LOCKED and not is_blocked_by_boss
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button.set_button_disabled(not is_lesson_unlocked)
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if transition_context.new_lesson_unlocked and lesson_index == transition_context.newly_unlocked_lesson_number:
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@@ -352,7 +352,7 @@ func _ready() -> void:
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_scroll_to_starting_garden(transition_context)
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await (OpeningCurtain as OpeningCurtainClass).open()
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(MusicManager as MusicManagerClass).play((MusicManager as MusicManagerClass).Track.Garden)
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(MusicManager as MusicManagerClass).play((MusicManager as MusicManagerClass).Track.GARDEN)
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# Handles all the animation played when entering the gardens
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if transition_data:
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@@ -674,7 +674,7 @@ func _open_minigames_layout(button: LessonButton, lesson_number: int) -> void:
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current_button_global_position = button.global_position
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# Gets the current lesson unlocks
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var lesson_unlocks: Dictionary = UserDataManager.student_progression.unlocks[current_lesson_number]
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var are_minigames_locked: bool = lesson_unlocks["games"][0] == StudentProgression.Status.Locked and lesson_unlocks["games"][1] == StudentProgression.Status.Locked and lesson_unlocks["games"][2] == StudentProgression.Status.Locked
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var are_minigames_locked: bool = lesson_unlocks["games"][0] == StudentProgression.Status.LOCKED and lesson_unlocks["games"][1] == StudentProgression.Status.LOCKED and lesson_unlocks["games"][2] == StudentProgression.Status.LOCKED
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# Deactivate the mouse filters on the buttons behind the layout
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for lesson_button_item: LessonButton in current_garden.get_lesson_buttons():
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lesson_button_item.mouse_filter = Control.MOUSE_FILTER_IGNORE
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@@ -712,10 +712,10 @@ func _open_minigames_layout(button: LessonButton, lesson_number: int) -> void:
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func _handle_lesson_button(lesson_number: int, status: StudentProgression.Status) -> void:
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lesson_button.text = lessons[lesson_number][0].grapheme
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lesson_button.set_button_disabled(status == StudentProgression.Status.Locked)
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lesson_button.completed = status == StudentProgression.Status.Completed
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lesson_button_particles.emitting = status == StudentProgression.Status.Unlocked
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if status == StudentProgression.Status.Completed:
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lesson_button.set_button_disabled(status == StudentProgression.Status.LOCKED)
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lesson_button.completed = status == StudentProgression.Status.COMPLETED
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lesson_button_particles.emitting = status == StudentProgression.Status.UNLOCKED
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if status == StudentProgression.Status.COMPLETED:
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if transition_data and transition_data.has("look_and_learn_completed") and transition_data.look_and_learn_completed:
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await minigame_layout_opened
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lesson_button.right()
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@@ -723,8 +723,8 @@ func _handle_lesson_button(lesson_number: int, status: StudentProgression.Status
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func _fill_minigame_choice(minigame_layout: MinigameLayout, exercise_type: int, status: StudentProgression.Status, minigame_number: int) -> void:
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minigame_layout.icon.texture = minigames_icons[exercise_type-1]
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minigame_layout.is_disabled = status == StudentProgression.Status.Locked
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if status == StudentProgression.Status.Completed:
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minigame_layout.is_disabled = status == StudentProgression.Status.LOCKED
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if status == StudentProgression.Status.COMPLETED:
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if transition_data and transition_data.has("minigame_completed") and transition_data.minigame_completed and transition_data.has("minigame_number") and transition_data.minigame_number == minigame_number and transition_data.has("first_clear") and transition_data.first_clear:
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minigame_layout.self_modulate = unlocked_color
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await minigame_layout_opened
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@@ -732,7 +732,7 @@ func _fill_minigame_choice(minigame_layout: MinigameLayout, exercise_type: int,
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minigame_layout.right()
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else:
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minigame_layout.self_modulate.a = 0
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elif status == StudentProgression.Status.Locked:
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elif status == StudentProgression.Status.LOCKED:
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minigame_layout.self_modulate = locked_color
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else:
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minigame_layout.self_modulate = unlocked_color
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@@ -760,7 +760,7 @@ func _count_completed_minigames(lesson_number: int) -> int:
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return 0
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var completed: int = 0
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for game_status: int in UserDataManager.student_progression.unlocks[lesson_number]["games"]:
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if game_status == StudentProgression.Status.Completed:
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if game_status == StudentProgression.Status.COMPLETED:
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completed += 1
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return completed
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