MENNU!
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@@ -3,39 +3,111 @@ using System;
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public partial class start_game_menu : Control
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{
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enum _state { START, LAN, QUIT };
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private _state _currState = _state.START;
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private const string _path = "/root/StartGameMenu/";
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private Button _localMulti, _single, _LANMulti, _join, _host, _cancel, _quit, _yes, _no;
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private Label _error;
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private TextEdit _ip;
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private Label _error, _lip;
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private string Error {
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set { _error.Set("text", value); }
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private string Error { set { _error.Set("text", value); } }
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private string IP_address {
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set {
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_ip.Set("text", value);
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}
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get => (string)_ip.Get("text");
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}
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private _state State { get => _currState; set {
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if (value == _currState)
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return;
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IP_address = "";
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switch (value) {
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case _state.START:
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Error = "";
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_single.Set("visible", true);
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_localMulti.Set("visible", true);
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_LANMulti.Set("visible", true);
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_cancel.Set("visible", false);
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_yes.Set("visible", false);
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_no.Set("visible", false);
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_join.Set("visible", false);
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_host.Set("visible", false);
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_quit.Set("visible", true);
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_ip.Set("visible", false);
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_lip.Set("visible", false);
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break;
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case _state.LAN:
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Error = "";
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_single.Set("visible", false);
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_localMulti.Set("visible", false);
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_LANMulti.Set("visible", false);
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_cancel.Set("visible", true);
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_yes.Set("visible", false);
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_no.Set("visible", false);
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_join.Set("visible", true);
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_host.Set("visible", true);
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_quit.Set("visible", true);
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_ip.Set("visible", true);
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_lip.Set("visible", true);
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break;
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case _state.QUIT:
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Error = "Are you sure you want to quit?";
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_single.Set("visible", false);
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_localMulti.Set("visible", false);
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_LANMulti.Set("visible", false);
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_cancel.Set("visible", false);
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_yes.Set("visible", true);
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_no.Set("visible", true);
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_join.Set("visible", false);
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_host.Set("visible", false);
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_quit.Set("visible", false);
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_ip.Set("visible", false);
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_lip.Set("visible", false);
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break;
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}
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_currState = value;
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}}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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public override void _Ready() {
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_single = GetNode<Button>(_path + "Btn_Single");
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_localMulti = GetNode<Button>(_path + "Btn_LocalMulti");
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_LANMulti = GetNode<Button>(_path + "Btn_LANMulti");
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_cancel = GetNode<Button>(_path + "Btn_Cancel");
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_quit = GetNode<Button>(_path + "Btn_Quit");
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_yes = GetNode<Button>(_path + "Btn_Yes");
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_no = GetNode<Button>(_path + "Btn_No");
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_host = GetNode<Button>(_path + "Btn_Host");
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_join = GetNode<Button>(_path + "Btn_Join");
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_error = GetNode<Label>(_path + "lbl_err");
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_ip = GetNode<TextEdit>(_path + "txt_IP");
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_lip = GetNode<Label>(_path + "lbl_IP");
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_single.Pressed += () => startSingleGame();
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_localMulti.Pressed += () => startLocalMultiGame();
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_LANMulti.Pressed += () => selectLANMultiGame();
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_LANMulti.Pressed += () => State = _state.LAN;
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_host.Pressed += () => startLANMultiGame();
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_join.Pressed += () => startLANMultiGame(false);
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_quit.Pressed += () => State = _state.QUIT;
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_cancel.Pressed += () => State = _state.START;
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_no.Pressed += () => State = _state.START;
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_yes.Pressed += () => GetTree().Quit();
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State = _state.START;
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}
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// Called every frame. 'delta' is the elapsed time since the previous frame.
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public override void _Process(double delta)
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{
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}
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private void startSingleGame() {
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Error = "single";
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}
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private void startLocalMultiGame() {
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Error = "localmulti";
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}
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private void startLANMultiGame(bool isHost = true) {
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@@ -44,5 +116,4 @@ public partial class start_game_menu : Control
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private void selectLANMultiGame() {
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Error = "lanmulti";
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}
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}
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