Reworked weapons and projectiles
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@@ -0,0 +1,63 @@
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extends Control
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signal show_credits
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signal back
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@onready var fullscreen_button := $%FullscreenCheckButton
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@onready var window_factor_button := $%WindowFactorOptionButton
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@onready var credits_button := $%CreditsButton
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@onready var back_button := $%BackButton
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func _ready() -> void:
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_load_current_settings()
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_init_focus()
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_setup_neighbors()
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func _on_visibility_changed() -> void:
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if not is_node_ready(): return
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if not visible: return
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_load_current_settings()
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_init_focus()
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_setup_neighbors()
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func _init_focus() -> void:
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fullscreen_button.grab_focus()
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func _setup_neighbors() -> void:
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credits_button.focus_neighbor_left = back_button.get_path()
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back_button.focus_neighbor_right = credits_button.get_path()
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func _load_current_settings() -> void:
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fullscreen_button.button_pressed = SettingsManager.fullscreen
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window_factor_button.selected = SettingsManager.window_factor
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_update_window_factor_disabled()
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func _update_window_factor_disabled() -> void:
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window_factor_button.disabled = SettingsManager.fullscreen
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func _on_fullscreen_check_button_toggled(toggled: bool) -> void:
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SettingsManager.fullscreen = toggled
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_update_window_factor_disabled()
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func _on_window_factor_option_button_item_selected(index: int) -> void:
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if not SettingsManager.fullscreen:
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SettingsManager.window_factor = index
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func _on_credits_button_pressed() -> void:
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show_credits.emit()
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func _on_back_button_pressed() -> void:
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back.emit()
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