Make the choosing of moves do something(new move_selected method)
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@ -115,3 +115,16 @@ func _physics_process(delta: float) -> void:
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emit_signal("turn_completed")
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emit_signal("turn_completed")
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_has_sent_turn_completed = true
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_has_sent_turn_completed = true
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func _on_move_selected(move_num) -> void:
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#get move properties TODO
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var target_move = get_node(("Move" + move_num))
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var move_name = target_move.getName()
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var move_damage = target_move.getDamage()
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var move_points = target_move.getPoints()
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var move_pattern = target_move.getPattern()
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#run attack function
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attack(move_damage, move_points, move_pattern)
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@ -120,7 +120,6 @@ texture = ExtResource( 2 )
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position = Vector2( 2, -12 )
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position = Vector2( 2, -12 )
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hframes = 4
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hframes = 4
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vframes = 6
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vframes = 6
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frame = 12
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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autoplay = "Idle"
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autoplay = "Idle"
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@ -136,3 +135,5 @@ anims/Idle = SubResource( 5 )
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[node name="UnitPopup" parent="Canvas" instance=ExtResource( 3 )]
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[node name="UnitPopup" parent="Canvas" instance=ExtResource( 3 )]
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margin_right = 40.0
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margin_right = 40.0
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margin_bottom = 88.0
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margin_bottom = 88.0
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[connection signal="move_selected" from="Canvas/UnitPopup" to="." method="_on_move_selected"]
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@ -1,6 +1,8 @@
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extends PopupPanel
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extends PopupPanel
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signal move_selected(move_num)
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func _move_selected(move_num: int) -> void:
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func _move_selected(move_num: int) -> void:
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print(move_num)
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print(move_num)
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hide()
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hide()
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emit_signal("move_selected", move_num)
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