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func login_with_email(email:String, password_hashed:String): | |
var data = {} | |
data["Email"] = email | |
data["Password"] = str(password_hashed) | |
data["TitleId"] = title_id | |
var http_request = HTTPRequest.new() | |
http_request.name = "LoginWithEmail" | |
http_request.connect("request_completed", self, "_login_with_email_completed", [http_request]) | |
add_child(http_request) |
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extends Node | |
onready var tools = load("res://lib/tools.gd").new(self) | |
var debug_prints = true | |
# Settings | |
export(float) var animation_speed = 1.0 | |
# State |
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extends Control | |
# Settings | |
var arrow_body_sprites_amount = 15 | |
var scale_change = 0.03 | |
# Nodes | |
onready var path_2d = $Path2D | |
onready var arrow_head = $Path2D/Head |
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extends Node | |
enum Enums { | |
ENUM_1, | |
ENUM_2 | |
} | |
export(Enums) var enum1 = ENUM_1 | |
export var test_int = 1 |
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func get_nodes_in_group_under_node(node, group_name): # Recursive search. Result is [[nodes_in_group], node] | |
var result = _get_nodes_in_group_under_node(group_name, [[], node]) | |
return result[0] | |
static func _get_nodes_in_group_under_node(group_name, result): | |
for N in result[1].get_children(): | |
if N.is_in_group(group_name): result[0].append(N) | |
result[0] += _get_nodes_in_group_under_node(group_name, [[], N])[0] | |
return result |
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func _derive(): | |
# Get script | |
var selected_node = get_editor_interface().get_selection().get_selected_nodes()[0] | |
var script = selected_node.get_script() | |
# Check script | |
if script != null and script.resource_local_to_scene != true and script.resource_path != null and script.resource_name != null: pass | |
else: | |
print("No saved script to derive from") | |
return |
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using Godot; | |
using System; | |
using System.Runtime; | |
using System.Threading; | |
using System.Threading.Tasks; | |
using PlayFab; | |
using PlayFab.ClientModels; | |
public class Main : Node | |
{ |
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shader_type spatial; | |
uniform vec4 tint : hint_color = vec4(1, 1, 1, 1); | |
uniform float specularity = 0; | |
uniform float metallic = 0; | |
uniform float roughness = 0; | |
uniform vec4 transmission : hint_color; | |
uniform sampler2D texture_1 : hint_albedo; | |
uniform float tex_1_opacity = 1; | |
uniform float tex_1_hue = 1; |
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extends Node | |
# Can store and save node trees, and lists of objects | |
# Each object added receives a unique id, stored here and using set_meta("id", id) | |
# When saving a node tree, the tree's hierarchy is saved as a nested dict of node id's | |
onready var tools = load("res://lib/tools.gd").new(self) | |
const discarded_properties = ["_import_path", "pause_mode", "editor/display_folded", "script", "Node", "Pause", "Script Variables", "object"] |
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