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34 changed files with 1875 additions and 14 deletions
161
Scripts/EditorScreen.gd
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161
Scripts/EditorScreen.gd
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extends Control
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signal movement_in(movement, rate)
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signal movement_out(movement, rate)
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func _ready() -> void:
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var animatronic = $"SubViewport/HelenHouse/3stHelen"
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movement_in.connect(animatronic._movement_in)
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movement_out.connect(animatronic._movement_out)
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movement_in.connect(self._movement_in)
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movement_out.connect(self._movement_out)
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("toggle_editor_screen"):
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$CameraPreview.visible = !$CameraPreview.visible;
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$CameraFullScreen.visible = !$CameraFullScreen.visible;
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func _on_movements_flyout_button_toggled(toggled_on: bool) -> void:
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$Movements.visible = toggled_on
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func _on_flows_flyout_button_toggled(toggled_on: bool) -> void:
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$FlowControls.visible = toggled_on
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func _movement_in(movement, rate):
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get_node("Movements/IndicatorLights/" + movement).turn_on();
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func _movement_out(movement, rate):
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get_node("Movements/IndicatorLights/" + movement).turn_off();
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func _on_mouth_button_down() -> void:
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movement_in.emit("Mouth", $FlowControls/InFlows/MouthFlow.value)
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func _on_mouth_button_up() -> void:
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movement_out.emit("Mouth", $FlowControls/OutFlows/MouthFlow.value)
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func _on_left_ear_button_down() -> void:
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movement_in.emit("Left Ear", $FlowControls/InFlows/LeftEarFlow.value)
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func _on_left_ear_button_up() -> void:
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movement_out.emit("Left Ear", $FlowControls/OutFlows/LeftEarFlow.value)
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func _on_right_ear_button_down() -> void:
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movement_in.emit("Right Ear", $FlowControls/InFlows/RightEarFlow.value)
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func _on_right_ear_button_up() -> void:
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movement_out.emit("Right Ear", $FlowControls/OutFlows/RightEarFlow.value)
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func _on_left_eyelid_button_down() -> void:
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movement_in.emit("Left Eyelid", $FlowControls/InFlows/LeftEyelidFlow.value)
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func _on_left_eyelid_button_up() -> void:
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movement_out.emit("Left Eyelid", $FlowControls/OutFlows/LeftEyelidFlow.value)
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func _on_right_eyelid_button_down() -> void:
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movement_in.emit("Right Eyelid", $FlowControls/InFlows/RightEyelidFlow.value)
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func _on_right_eyelid_button_up() -> void:
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movement_out.emit("Right Eyelid", $FlowControls/OutFlows/RightEyelidFlow.value)
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func _on_eyes_left_button_down() -> void:
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movement_in.emit("Eyes Left", $FlowControls/InFlows/EyesLeftFlow.value)
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func _on_eyes_left_button_up() -> void:
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movement_out.emit("Eyes Left", $FlowControls/OutFlows/EyesLeftFlow.value)
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func _on_eyes_right_button_down() -> void:
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movement_in.emit("Eyes Right", $FlowControls/InFlows/EyesRightFlow.value)
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func _on_eyes_right_button_up() -> void:
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movement_out.emit("Eyes Right", $FlowControls/OutFlows/EyesRightFlow.value)
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func _on_head_left_button_down() -> void:
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movement_in.emit("Head Left", $FlowControls/InFlows/HeadLeftFlow.value)
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func _on_head_left_button_up() -> void:
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movement_out.emit("Head Left", $FlowControls/OutFlows/HeadLeftFlow.value)
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func _on_head_right_button_down() -> void:
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movement_in.emit("Head Right", $FlowControls/InFlows/HeadRightFlow.value)
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func _on_head_right_button_up() -> void:
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movement_out.emit("Head Right", $FlowControls/OutFlows/HeadRightFlow.value)
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func _on_head_up_button_down() -> void:
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movement_in.emit("Head Up", $FlowControls/InFlows/HeadUpFlow.value)
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func _on_head_up_button_up() -> void:
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movement_out.emit("Head Up", $FlowControls/OutFlows/HeadUpFlow.value)
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func _on_left_arm_up_button_down() -> void:
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movement_in.emit("Left Arm Up", $FlowControls/InFlows/LeftArmUpFlow.value)
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func _on_left_arm_up_button_up() -> void:
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movement_out.emit("Left Arm Up", $FlowControls/OutFlows/LeftArmUpFlow.value)
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func _on_left_arm_twist_button_down() -> void:
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movement_in.emit("Left Arm Twist", $FlowControls/InFlows/LeftArmTwistFlow.value)
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func _on_left_arm_twist_button_up() -> void:
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movement_out.emit("Left Arm Twist", $FlowControls/OutFlows/LeftArmTwistFlow.value)
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func _on_left_elbow_button_down() -> void:
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movement_in.emit("Left Elbow", $FlowControls/InFlows/LeftElbowFlow.value)
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func _on_left_elbow_button_up() -> void:
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movement_out.emit("Left Elbow", $FlowControls/OutFlows/LeftElbowFlow.value)
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func _on_right_arm_up_button_down() -> void:
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movement_in.emit("Right Arm Up", $FlowControls/InFlows/RightArmUpFlow.value)
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func _on_right_arm_up_button_up() -> void:
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movement_out.emit("Right Arm Up", $FlowControls/OutFlows/RightArmUpFlow.value)
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func _on_right_arm_twist_button_down() -> void:
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movement_in.emit("Right Arm Twist", $FlowControls/InFlows/RightArmTwistFlow.value)
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func _on_right_arm_twist_button_up() -> void:
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movement_out.emit("Right Arm Twist", $FlowControls/OutFlows/RightArmTwistFlow.value)
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func _on_right_elbow_button_down() -> void:
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movement_in.emit("Right Elbow", $FlowControls/InFlows/RightElbowFlow.value)
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func _on_right_elbow_button_up() -> void:
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movement_out.emit("Right Elbow", $FlowControls/OutFlows/RightElbowFlow.value)
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func _on_body_left_button_down() -> void:
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movement_in.emit("Body Left", $FlowControls/InFlows/BodyLeftFlow.value)
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func _on_body_left_button_up() -> void:
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movement_out.emit("Body Left", $FlowControls/OutFlows/BodyLeftFlow.value)
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func _on_body_right_button_down() -> void:
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movement_in.emit("Body Right", $FlowControls/InFlows/BodyRightFlow.value)
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func _on_body_right_button_up() -> void:
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movement_out.emit("Body Right", $FlowControls/OutFlows/BodyRightFlow.value)
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func _on_body_lean_button_down() -> void:
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movement_in.emit("Body Lean", $FlowControls/InFlows/BodyLeanFlow.value)
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func _on_body_lean_button_up() -> void:
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movement_out.emit("Body Lean", $FlowControls/OutFlows/BodyLeanFlow.value)
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1
Scripts/EditorScreen.gd.uid
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1
Scripts/EditorScreen.gd.uid
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uid://dfiwoln8mdwm8
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10
Scripts/FlowSlider.gd
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10
Scripts/FlowSlider.gd
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extends Control
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@export var value : float = 1.0
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func _ready() -> void:
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$Panel/Slider.value = self.value
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func _on_slider_value_changed(value: float) -> void:
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self.value = $Panel/Slider.value
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$Panel/ValueLabel.text = str(self.value)
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Scripts/FlowSlider.gd.uid
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1
Scripts/FlowSlider.gd.uid
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uid://blhv0kms1sleu
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Scripts/HelenController.gd
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14
Scripts/HelenController.gd
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extends Node3D
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var animation_player
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func _ready():
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animation_player = $AnimationPlayer
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func _movement_in(movement, rate):
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animation_player.speed_scale = rate
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animation_player.play(movement)
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func _movement_out(movement, rate):
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animation_player.speed_scale = rate
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animation_player.play_backwards(movement)
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Scripts/HelenController.gd.uid
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1
Scripts/HelenController.gd.uid
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uid://bu68w4jnh0n2b
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Scripts/IndicatorLight.gd
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22
Scripts/IndicatorLight.gd
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extends Control
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@export var on: bool = false
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func _ready() -> void:
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$Green.visible = self.on
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func turn_on() -> void:
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self.on = true
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$Green.visible = self.on
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func turn_off() -> void:
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self.on = false
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$Green.visible = self.on
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func toggle() -> void:
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self.on = !self.on
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$Green.visible = self.on
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func set_state(value: bool) -> void:
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self.on = value
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$Green.visible = self.on
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1
Scripts/IndicatorLight.gd.uid
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1
Scripts/IndicatorLight.gd.uid
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uid://cg157l4uo7ki8
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