fixes extra typos and lost references
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49
ui/menus/wave_viewer/wave_viewer.gd
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49
ui/menus/wave_viewer/wave_viewer.gd
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@@ -0,0 +1,49 @@
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class_name WaveViewer
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extends Control
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signal closed()
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@export var wave_vbox: VBoxContainer
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@export var enemy_row_scene: PackedScene
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@export var enemy_icon_tex: TextureRect
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@export var enemy_name_label: Label
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@export var enemy_desc_label: RichTextLabel
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("Pause") or event.is_action_pressed("Show Wave Preview"):
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queue_free()
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closed.emit()
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get_viewport().set_input_as_handled()
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func set_waves(waves: Array[WaveConfig], starting_wave_number: int) -> void:
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var i: int = starting_wave_number
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for wave: WaveConfig in waves:
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var enemy_row: EnemyRow = enemy_row_scene.instantiate() as EnemyRow
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enemy_row.enemy_clicked.connect(set_enemy_desc)
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wave_vbox.add_child(enemy_row)
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enemy_row.set_wave(i)
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i += 1
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var enemy_dict: Dictionary[Enemy, int] = {}
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for enemy_group: EnemyGroup in wave.enemy_groups:
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if !enemy_dict.has(enemy_group.enemy):
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enemy_dict[enemy_group.enemy] = 0
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enemy_dict[enemy_group.enemy] += enemy_group.count
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for enemy: Enemy in enemy_dict.keys():
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enemy_row.add_enemy_tag(enemy, enemy_dict[enemy])
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set_enemy_desc(waves[0].enemy_groups.keys()[0].enemy)
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func set_enemy_desc(enemy: Enemy) -> void:
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enemy_name_label.text = tr(enemy.title)
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enemy_icon_tex.texture = enemy.icon
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enemy_desc_label.text = tr(enemy.description)
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func _on_button_2_pressed() -> void:
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closed.emit()
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queue_free()
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