add saving train colors
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@@ -11,13 +11,15 @@ func _ready() -> void:
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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, 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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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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_set_selected_color(0, 1)
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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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@@ -29,7 +31,7 @@ func _set_selected_color(index: int, material_index: int) -> void:
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if i == index:
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color_pickers[i].select()
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selected_color = color_pickers[i].color
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_apply_train_color(selected_color, material_index)
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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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@@ -40,8 +42,16 @@ func _on_color_selected(selected_color_picker: TrainColorPicker, material_index:
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_set_selected_color(i, material_index)
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break
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func _apply_train_color(color: Color, material_index: int) -> void:
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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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