Add scene_failed signal and fix the_connecting()
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@ -17,15 +17,21 @@ func the_pausing():
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func the_connecting():
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# iterate through the children and connect up the child_finished method
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for i in len(get_children()):
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# don't connect the signal if it doesn't exist
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if not get_child(i).has_signal("finished_active"):
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continue
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# don't connect the signal if already connected
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if get_child(i).get_signal_connection_list("finished_active") == []:
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continue
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# connect the finished signal if it exists and
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# if the failed finished isn't already connected
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if (get_child(i).has_signal("scene_finished") and
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get_child(i).get_signal_connection_list("scene_finished") == []):
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get_child(i).connect("finished_active", self, child_finished())
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get_child(i).connect("scene_finished", self, child_finished())
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# connect the failed signal if it exists and
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# if the failed signal isn't already connected
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if (get_child(i).has_signal("scene_failed") and
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get_child(i).get_signal_connection_list("scene_failed") == []):
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get_child(i).connect("scene_failed", self, child_failed())
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func child_finished():
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@ -33,3 +39,10 @@ func child_finished():
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current_active += 1
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if current_active >= len(get_children()):
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current_active = 0
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func child_failed():
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# designed to be called from a signal
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current_active -= 1
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if current_active < 0:
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current_active = len(get_children()) - 1
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