Initial Android commit

This commit is contained in:
OleSTEEP 2024-11-10 03:34:28 +03:00
commit 1e2b80c13d
8521 changed files with 231475 additions and 0 deletions

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extends "res://scripts/Investigations/InvestigationBase.gd"
var descriptions:Array;
var variables = [
"Garage",
"Office",
"Kamin",
"Room",
"Smoking",
"Kitchen",
"Stairs",
"Lighthouse",
"Cliff",
"Parking",
"Pristan",
"Podval",
"Prichal",
"Restaurant",
"Tropa"
];
func _ready():
cluesToFind = 99;
func InitClues():
descriptions = [
"garage",
"office",
"kamin",
"room",
"smoking",
"kitchen",
"stairs",
"lighthouse",
"cliff",
"parking",
"pristan",
"podval",
"prichal",
"restaurant",
"tropa",
"exit"
];
cluesFound = [];
for i in $Clues.get_children().size():
var clue = $Clues.get_child(i) as TextureButton;
clue.connect("button_up", self, "onButtonPressed", [clue, i])
clue.connect("mouse_entered", self, "onButtonHoverOn", [clue]);
clue.connect("mouse_exited", self, "onButtonHoverOff", [clue]);
ShowImages();
func ShowImages():
var dict = ProgressAchievementsSingleton.CreateEpilogMinigameImages();
for i in dict:
var eName = i["name"].to_lower();
var node:TextureButton = get_node(str("Clues/", eName));
node.visible = true;
if i.has("location"):
node.rect_position = i["location"] / 2;
if i["status"] == false:
var index = $Clues.get_children().find(node);
if index != - 1:
descriptions[index] = "closed";
func onButtonPressed(control, index):
if CheckHover():
onButtonHoverOff(control)
var code = descriptions[index];
EndInvestigationLoop(code);

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extends Control
signal endOfInvestigation;
var cluesFound = [];
var IsNormalDifficulty;
var cluesToFind = 0;
var isHovering;
var kekDelta = 0.0;
var shaderValue = 0.0;
var isRising;
var defaultCursor = preload("res://resources/cursors/arrow2.webp");
var lendsCursor = preload("res://resources/cursors/magnifier2.webp");
func _ready():
if Dialogic.get_variable("EasyMode") == "0":
cluesToFind = 3;
else :
cluesToFind = 5;
InitClues();
func InitClues():
pass
func EndInvestigationLoop(code):
if cluesFound.size() == cluesToFind:
Dialogic.set_variable("IsLastClue", "1");
elif cluesFound.size() == cluesToFind:
Dialogic.set_variable("IsLastClue", "1");
else :
Dialogic.set_variable("IsLastClue", "0");
Dialogic.set_variable("PreviousTimelineChoice", code);
emit_signal("endOfInvestigation");
func onButtonHoverOn(button):
if CheckHover():
Input.set_custom_mouse_cursor(lendsCursor, Input.CURSOR_ARROW, Vector2(19, 19))
button.material.set_shader_param("mixing", 0.15);
isHovering = true;
func onButtonHoverOff(button):
if CheckHover():
Input.set_custom_mouse_cursor(defaultCursor)
button.material.set_shader_param("mixing", 0.0);
isHovering = false;
func CheckHover()->bool:
return not (get_tree().root.get_node("Root").isMenuVisible or get_tree().root.get_node("Root").isSaveLoadVisible)
func _process(delta):
if IsNormalDifficulty:
return ;
if isHovering:
return ;
kekDelta += delta;
if kekDelta > 0.2:
kekDelta = 0;
if shaderValue <= 0.0:
isRising = true
if shaderValue >= 0.13:
isRising = false;
if isRising:
shaderValue += 0.005;
else :
shaderValue -= 0.005;
for i in $Clues.get_children():
i.material.set_shader_param("mixing", shaderValue);
else :
kekDelta += delta;

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extends "res://scripts/Investigations/InvestigationBase.gd"
var descriptions = [
"black.1",
"black.2",
"black.3",
"black.4",
"black.5",
];
func InitClues():
cluesFound = InvestigationSingleton.GetBlackClues();
for i in $Clues.get_children().size():
var clues = $Clues.get_child(i) as TextureButton;
clues.connect("button_up", self, "onButtonPressed", [clues, descriptions[i]])
clues.connect("mouse_entered", self, "onButtonHoverOn", [clues]);
clues.connect("mouse_exited", self, "onButtonHoverOff", [clues]);
func onButtonPressed(control, code):
if CheckHover():
onButtonHoverOff(control)
InvestigationSingleton.AddBlackClues(code);
EndInvestigationLoop(code);

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extends "res://scripts/Investigations/InvestigationBase.gd"
var descriptions = [
"green.1",
"green.2",
"green.3",
"green.4",
"green.5",
];
func InitClues():
cluesFound = InvestigationSingleton.GetGreenClues();
for i in $Clues.get_children().size():
var clue = $Clues.get_child(i) as TextureButton;
clue.connect("button_up", self, "onButtonPressed", [clue, descriptions[i]])
clue.connect("mouse_entered", self, "onButtonHoverOn", [clue]);
clue.connect("mouse_exited", self, "onButtonHoverOff", [clue]);
func onButtonPressed(control, code):
if CheckHover():
onButtonHoverOff(control)
InvestigationSingleton.AddGreenClues(code);
EndInvestigationLoop(code);

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extends "res://scripts/Investigations/InvestigationBase.gd"
var descriptions = [
"purple.1",
"purple.2",
"purple.3",
"purple.4",
"purple.5",
];
func InitClues():
cluesFound = InvestigationSingleton.GetPurpleClues();
for i in $Clues.get_children().size():
var clue = $Clues.get_child(i) as TextureButton;
clue.connect("button_up", self, "onButtonPressed", [clue, descriptions[i]])
clue.connect("mouse_entered", self, "onButtonHoverOn", [clue]);
clue.connect("mouse_exited", self, "onButtonHoverOff", [clue]);
func onButtonPressed(control, code):
if CheckHover():
onButtonHoverOff(control)
InvestigationSingleton.AddPurpleClues(code);
EndInvestigationLoop(code);

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extends "res://scripts/Investigations/InvestigationBase.gd"
var descriptions = [
"1",
"2",
"3",
"4",
"5",
"6",
"7",
"8",
"9",
"10",
"11",
"12",
"13",
"14",
"15",
"16",
"17",
"18",
"19",
"20",
"21",
"22",
"23",
"24",
"25",
"26",
"27",
];
func _ready():
cluesToFind = 99;
func InitClues():
cluesFound = ProgressAchievementsSingleton.GetMinigameClues();
for i in descriptions.size():
var clue = $Clues.get_child(i) as TextureButton;
clue.connect("button_up", self, "onButtonPressed", [clue, descriptions[i]])
clue.connect("mouse_entered", self, "onButtonHoverOn", [clue]);
clue.connect("mouse_exited", self, "onButtonHoverOff", [clue]);
PrepareNewLogic();
func TimerOut():
EndInvestigationLoop("END");
func onButtonPressed(control, code):
if CheckHover():
onButtonHoverOff(control)
var number = ProgressAchievementsSingleton.AddMinigameClue(code);
# if number != - 1:
# if number == 25:
# Steam.set_achievement("FireMinigame")
# else :
# var res = Steam.user_stats.indicate_achievement_progress("FireMinigame", number, 25)
var res = false;
EndInvestigationLoop(code);
func PrepareNewLogic():
ProgressAchievementsSingleton.SetMinigameVariables();
var window = get_node("Clues/27");
window.disconnect("button_up", self, "onButtonPressed");
window.connect("button_up", self, "customWindow", [window, "27"]);
if ProgressAchievementsSingleton.IsWindowPressed():
var hammer = get_node("Clues/7");
hammer.disconnect("button_up", self, "onButtonPressed");
hammer.connect("button_up", self, "onButtonPressed", [hammer, "yellow_hammer"]);
var sledgehammer = get_node("Clues/21");
sledgehammer.disconnect("button_up", self, "onButtonPressed");
sledgehammer.connect("button_up", self, "onButtonPressed", [sledgehammer, "green_sledgehammer"]);
var wrench = get_node("Clues/11");
wrench.disconnect("button_up", self, "onButtonPressed");
wrench.connect("button_up", self, "onButtonPressed", [wrench, "orange_wrench"]);
if not ProgressAchievementsSingleton.IsCasketPressed():
var casket = get_node("Clues/8");
casket.disconnect("button_up", self, "onButtonPressed");
casket.connect("button_up", self, "customCasket", [casket, "8"]);
else :
var drawer = get_node("Clues/24");
drawer.disconnect("button_up", self, "onButtonPressed");
drawer.connect("button_up", self, "customDrawer", [drawer]);
if ProgressAchievementsSingleton.IsDrawerPressed():
var barrel = get_node("Clues/18")
barrel.disconnect("button_up", self, "onButtonPressed");
barrel.connect("button_up", self, "customBarrel", [barrel]);
if ProgressAchievementsSingleton.IsBarrelPressed() and not ProgressAchievementsSingleton.IsClosedTrapdoorPressed():
get_node("Clues/18").visible = false;
var trapdoor = get_node("Clues/28");
trapdoor.visible = true;
trapdoor.connect("mouse_entered", self, "onButtonHoverOn", [trapdoor]);
trapdoor.connect("mouse_exited", self, "onButtonHoverOff", [trapdoor]);
trapdoor.connect("button_up", self, "customClosedTrapdoor", [trapdoor]);
if ProgressAchievementsSingleton.IsClosedTrapdoorPressed():
get_node("Clues/18").visible = false;
var trapdoor = get_node("Clues/29");
trapdoor.visible = true;
trapdoor.connect("mouse_entered", self, "onButtonHoverOn", [trapdoor]);
trapdoor.connect("mouse_exited", self, "onButtonHoverOff", [trapdoor]);
trapdoor.connect("button_up", self, "onButtonPressed", [trapdoor, "openedTrapdoor"]);
func customWindow(control, code):
if not CheckHover():
return ;
ProgressAchievementsSingleton.WindowPressed();
onButtonPressed(control, code);
func customCasket(control, code):
if not CheckHover():
return ;
ProgressAchievementsSingleton.CasketPressed();
onButtonPressed(control, code);
func customDrawer(control):
if not CheckHover():
return ;
ProgressAchievementsSingleton.DrawerPressed();
onButtonPressed(control, "drawer");
func customBarrel(control):
if not CheckHover():
return ;
ProgressAchievementsSingleton.BarrelPressed();
onButtonPressed(control, "barrel");
func customClosedTrapdoor(control):
if not CheckHover():
return ;
ProgressAchievementsSingleton.ClosedTrapdoorPressed();
onButtonPressed(control, "closedTrapdoor");