fix train_selector
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@@ -1,54 +1,57 @@
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extends VBoxContainer
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@onready var color_pickers: Array[TrainColorPicker] = [$%ColorPicker1, $%ColorPicker2, $%ColorPicker3, $%ColorPicker4, $%ColorPicker5, $%ColorPicker6]
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@onready var left_arrow: ArrowButton = $%ArrowButtonLeft
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@onready var right_arrow: ArrowButton = $%ArrowButtonRight
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@onready var color_pickers_1: Array[TrainColorPicker] = [$%ColorPicker1, $%ColorPicker2, $%ColorPicker3, $%ColorPicker4, $%ColorPicker5, $%ColorPicker6]
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@onready var color_pickers_2: Array[TrainColorPicker] = [$%ColorPicker7, $%ColorPicker8, $%ColorPicker9, $%ColorPicker10, $%ColorPicker11, $%ColorPicker12]
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@onready var treno: Node3D = $TrainViewportContainer/SubViewport/Treno
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var selected_color: Color
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var selected_color_index: int = 0
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func _ready() -> void:
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for color_picker in color_pickers:
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color_picker.pressed.connect(_on_color_selected.bind(color_picker))
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for color_picker in color_pickers_1:
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color_picker.pressed.connect(_on_color_selected.bind(color_picker, 0))
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color_picker.deselect()
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_set_selected_color(0)
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var init_idx_1 = GameState.save_data.train_color_1_index
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_set_selected_color(init_idx_1, 0)
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left_arrow.pressed.connect(_select_prev_color)
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right_arrow.pressed.connect(_select_next_color)
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for color_picker in color_pickers_2:
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color_picker.pressed.connect(_on_color_selected.bind(color_picker, 1))
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color_picker.deselect()
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var init_idx_2 = GameState.save_data.train_color_2_index
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_set_selected_color(init_idx_2, 1)
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func _process(delta: float) -> void:
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if treno:
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treno.rotation_degrees.y += 30.0 * delta
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func _set_selected_color(index: int) -> void:
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func _set_selected_color(index: int, material_index: int) -> void:
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var color_pickers = color_pickers_1 if material_index == 0 else color_pickers_2
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for i in range(color_pickers.size()):
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if i == index:
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color_pickers[i].select()
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selected_color_index = i
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selected_color = color_pickers[i].color
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_apply_train_color(selected_color)
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_apply_train_color(selected_color, material_index, index)
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else:
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color_pickers[i].deselect()
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AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR")
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func _on_color_selected(selected_color_picker: TrainColorPicker) -> void:
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func _on_color_selected(selected_color_picker: TrainColorPicker, material_index: int) -> void:
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var color_pickers = color_pickers_1 if material_index == 0 else color_pickers_2
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for i in range(color_pickers.size()):
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if color_pickers[i] == selected_color_picker:
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_set_selected_color(i)
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_set_selected_color(i, material_index)
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break
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func _select_prev_color() -> void:
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var next_index = (selected_color_index - 1 + color_pickers.size()) % color_pickers.size()
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_set_selected_color(next_index)
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func _select_next_color() -> void:
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var next_index = (selected_color_index + 1) % color_pickers.size()
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_set_selected_color(next_index)
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func _apply_train_color(color: Color) -> void:
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var mat: ShaderMaterial = load("res://tgcc/train/Color1_train.tres")
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func _apply_train_color(color: Color, material_index: int, color_index: int = 0) -> void:
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var path = "res://tgcc/train/Color%s_train.tres" % ("1" if material_index == 0 else "2")
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var mat: ShaderMaterial = load(path)
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if mat:
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mat.set_shader_parameter("albedo_color", color)
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if material_index == 0:
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GameState.save_data.train_color_1 = color.to_html()
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GameState.save_data.train_color_1_index = color_index
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else:
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GameState.save_data.train_color_2 = color.to_html()
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GameState.save_data.train_color_2_index = color_index
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GameState.save_game()
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