306 lines
7.7 KiB
GDScript3
306 lines
7.7 KiB
GDScript3
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class_name PauseMenu
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extends Control
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const INPUT_OWNER: StringName = &"game_menu"
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const PlayerType = preload("res://player/player.gd")
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const SaveManagerType = preload("res://save/player_save_manager.gd")
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const SettingsManagerType = preload(
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"res://settings/player_settings_manager.gd"
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)
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const SettingsPanelType = preload("res://ui/settings_panel.gd")
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const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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signal return_to_title_requested
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signal reset_progress_requested
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signal quit_requested
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enum ConfirmationAction {
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NONE,
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RETURN_TO_TITLE,
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RESET_PROGRESS,
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QUIT_ANYWAY,
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}
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enum CloseReason {
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USER_RETURN,
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BITE_STARTED,
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WATER_RECOVERY,
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RETURN_TO_TITLE,
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RESET_PROGRESS,
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QUIT,
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TEARDOWN,
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}
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@onready var _root_panel: PanelContainer = %RootPanel
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@onready var _settings_panel: SettingsPanelType = %SettingsPanel
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@onready var _confirmation_panel: PanelContainer = %ConfirmationPanel
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@onready var _confirmation_title: Label = %ConfirmationTitle
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@onready var _confirmation_text: Label = %ConfirmationText
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@onready var _confirm_button: Button = %ConfirmButton
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@onready var _cancel_button: Button = %CancelConfirmButton
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@onready var _feedback: Label = %FeedbackLabel
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@onready var _save_button: Button = %SaveButton
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var _player: PlayerType
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var _save_manager: SaveManagerType
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var _settings_manager: SettingsManagerType
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var _fishing_spot: FishingSpotType
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var _prior_movement_enabled: bool = true
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var _prior_camera_enabled: bool = true
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var _control_snapshot_stored: bool = false
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var _confirmation_action: ConfirmationAction = ConfirmationAction.NONE
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var _action_in_progress: bool = false
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func _ready() -> void:
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%ResumeButton.pressed.connect(resume)
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_save_button.pressed.connect(_save_now)
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%SettingsButton.pressed.connect(_open_settings)
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%ReturnToTitleButton.pressed.connect(_confirm_return_to_title)
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%ResetProgressButton.pressed.connect(_confirm_reset_progress)
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%QuitButton.pressed.connect(_request_quit)
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_confirm_button.pressed.connect(_accept_confirmation)
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_cancel_button.pressed.connect(_close_confirmation)
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_settings_panel.applied.connect(_on_settings_applied)
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_settings_panel.closed.connect(_on_settings_closed)
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func setup(
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player: PlayerType,
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save_manager: SaveManagerType,
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settings_manager: SettingsManagerType,
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fishing_spot: FishingSpotType,
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) -> void:
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_player = player
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_save_manager = save_manager
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_settings_manager = settings_manager
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_fishing_spot = fishing_spot
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if not _fishing_spot.bite_activated.is_connected(_on_bite_activated):
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_fishing_spot.bite_activated.connect(_on_bite_activated)
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func open_menu() -> void:
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if visible or _player == null:
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return
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_prior_movement_enabled = _player.is_movement_enabled()
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_prior_camera_enabled = _player.is_camera_input_enabled()
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_control_snapshot_stored = true
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_player.set_movement_enabled(false)
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_player.set_camera_input_enabled(false)
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_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, true)
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_feedback.text = ""
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_root_panel.show()
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_settings_panel.hide()
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_confirmation_panel.hide()
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_confirmation_action = ConfirmationAction.NONE
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show()
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%ResumeButton.grab_focus()
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func resume() -> void:
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if not visible or _action_in_progress:
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return
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close_menu(CloseReason.USER_RETURN)
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func close_for_title_transition() -> void:
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close_menu(CloseReason.RETURN_TO_TITLE, false)
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func close_for_water_recovery() -> void:
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close_menu(CloseReason.WATER_RECOVERY)
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func close_menu(
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_reason: CloseReason,
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restore_controls: bool = true,
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) -> void:
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if not visible:
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return
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if _settings_panel.visible:
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_settings_panel.close_panel()
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hide()
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_root_panel.show()
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_settings_panel.hide()
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_confirmation_panel.hide()
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_confirmation_action = ConfirmationAction.NONE
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_action_in_progress = false
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if _fishing_spot != null and is_instance_valid(_fishing_spot):
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_fishing_spot.set_local_menu_input_suppressed(INPUT_OWNER, false)
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get_viewport().gui_release_focus()
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if restore_controls:
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_restore_controls()
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else:
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_control_snapshot_stored = false
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func handle_escape() -> bool:
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if not visible:
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return false
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if _confirmation_panel.visible:
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_close_confirmation()
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elif _settings_panel.visible:
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_settings_panel.close_panel()
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else:
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resume()
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return true
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func _save_now() -> void:
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if _action_in_progress:
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return
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_action_in_progress = true
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_save_button.disabled = true
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if _save_manager.save_now():
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_feedback.text = "Game saved."
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else:
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_feedback.text = "Save failed. Previous save was preserved."
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_action_in_progress = false
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call_deferred("_reenable_save_button")
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func _reenable_save_button() -> void:
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_save_button.disabled = false
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func _open_settings() -> void:
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if _action_in_progress or _confirmation_panel.visible:
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return
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_root_panel.hide()
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_settings_panel.open_panel(_settings_manager)
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func _on_settings_applied() -> void:
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_root_panel.show()
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_feedback.text = "Settings saved."
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%SettingsButton.grab_focus()
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func _on_settings_closed() -> void:
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_root_panel.show()
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%SettingsButton.grab_focus()
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func _confirm_return_to_title() -> void:
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_open_confirmation(
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ConfirmationAction.RETURN_TO_TITLE,
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"Return to Title",
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"Unsaved progress will be saved first.",
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"Save and Return",
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false
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)
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func _confirm_reset_progress() -> void:
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_open_confirmation(
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ConfirmationAction.RESET_PROGRESS,
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"Reset all progression?",
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(
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"This permanently deletes your fish, discoveries, "
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+ "favorites, and wallet balance.\n\n"
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+ "Your settings will be preserved."
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),
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"DELETE ALL PROGRESS",
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true
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)
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func _request_quit() -> void:
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if _action_in_progress:
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return
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_action_in_progress = true
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var settings_saved: bool = _settings_manager.save_if_dirty()
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var progression_saved: bool = _save_manager.save_if_dirty()
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_action_in_progress = false
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if settings_saved and progression_saved:
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quit_requested.emit()
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return
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_open_confirmation(
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ConfirmationAction.QUIT_ANYWAY,
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"Save failed",
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"Some progress or settings could not be saved. Quit anyway?",
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"Quit Anyway",
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true
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)
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func _open_confirmation(
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action: ConfirmationAction,
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title: String,
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message: String,
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confirm_text: String,
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dangerous: bool,
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) -> void:
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if _action_in_progress:
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return
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_confirmation_action = action
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_confirmation_title.text = title
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_confirmation_text.text = message
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_confirm_button.text = confirm_text
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_confirm_button.theme_type_variation = (
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&"DangerButton" if dangerous else StringName()
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)
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_root_panel.hide()
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_confirmation_panel.show()
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if dangerous:
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_cancel_button.grab_focus()
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else:
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_confirm_button.grab_focus()
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func _close_confirmation() -> void:
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_confirmation_action = ConfirmationAction.NONE
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_confirmation_panel.hide()
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_root_panel.show()
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%ResumeButton.grab_focus()
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func _accept_confirmation() -> void:
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if _action_in_progress:
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return
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var action: ConfirmationAction = _confirmation_action
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_confirmation_action = ConfirmationAction.NONE
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_confirmation_panel.hide()
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_action_in_progress = true
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match action:
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ConfirmationAction.RETURN_TO_TITLE:
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if _save_manager.save_now():
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return_to_title_requested.emit()
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else:
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_feedback.text = "Save failed. Previous save was preserved."
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_root_panel.show()
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ConfirmationAction.RESET_PROGRESS:
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reset_progress_requested.emit()
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ConfirmationAction.QUIT_ANYWAY:
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quit_requested.emit()
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_:
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_root_panel.show()
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_action_in_progress = false
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func report_reset_failure() -> void:
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_action_in_progress = false
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_root_panel.show()
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_confirmation_panel.hide()
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_feedback.text = "Reset failed. Your progression was preserved."
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%ResumeButton.grab_focus()
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func _restore_controls() -> void:
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if not _control_snapshot_stored:
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return
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if _player != null and is_instance_valid(_player):
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_player.set_movement_enabled(_prior_movement_enabled)
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_player.set_camera_input_enabled(_prior_camera_enabled)
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_control_snapshot_stored = false
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func _on_bite_activated() -> void:
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if visible:
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close_menu(CloseReason.BITE_STARTED)
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func _exit_tree() -> void:
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if visible:
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close_menu(CloseReason.TEARDOWN)
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