Debug special effect position
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@@ -120,7 +120,13 @@ func _ready() -> void:
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if new_lesson_unlocked:
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newly_unlocked_lesson_number = max_unlocked_lesson_number + 1
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#region Progression
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# Sets the unlocked line and particles to the most advanced unlocked lesson before playing any animation
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var most_advanced_unlocked_lesson_index: int = max_unlocked_lesson_index
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if new_lesson_unlocked:
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most_advanced_unlocked_lesson_index -= 1
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_set_unlocked_path(most_advanced_unlocked_lesson_index)
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#region Progression
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# Loads the progression of the player without the newly unlocked stuff from the transition data
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var lesson_ind: int = 1
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@@ -680,6 +686,21 @@ func set_up_path() -> void:
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locked_line.points = curve.get_baked_points()
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func _set_unlocked_path(max_unlocked_lesson_index: int) -> void:
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unlocked_line.clear_points()
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if max_unlocked_lesson_index < 0 or points.is_empty():
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return
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var clamped_lesson_index: int = clamp(max_unlocked_lesson_index, 0, points.size() - 1)
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var progress_curve: Curve2D = Curve2D.new()
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for index: int in range(clamped_lesson_index + 1):
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var point_data: Array = points[index]
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progress_curve.add_point(point_data[0] as Vector2, point_data[1] as Vector2, point_data[2] as Vector2)
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var baked_points: PackedVector2Array = progress_curve.get_baked_points()
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unlocked_line.points = baked_points
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if baked_points.size() > 0:
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line_particles.position = baked_points[baked_points.size() - 1]
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func _lock() -> void:
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is_locked = true
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lock.show()
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