extends Control signal panel_color_change(box, color) const COLOR_CYCLE := [Color.ROYAL_BLUE, Color.CHARTREUSE, Color.YELLOW_GREEN] @onready var _box1 = $VBoxContainer/PanelContainer/HBoxContainer/Panel1 @onready var _box2 = $VBoxContainer/PanelContainer/HBoxContainer/Panel2 @onready var _box3 = $VBoxContainer/PanelContainer/HBoxContainer/Panel3 @warning_ignore("unused_private_class_variable") @export var _initial_color := Color.RED @warning_ignore("unused_private_class_variable") var _nullable :Object func _ready(): connect("panel_color_change", _on_panel_color_changed) # we call this function to verify the _ready is only once called # this is need to verify `add_child` is calling the original implementation only once only_one_time_call() func only_one_time_call() -> void: pass #func _notification(what): # prints("TestScene", GdObjects.notification_as_string(what)) func _on_test_pressed(button_id :int): var box :ColorRect match button_id: 1: box = _box1 2: box = _box2 3: box = _box3 emit_signal("panel_color_change", box, Color.RED) # special case for button 3 we wait 1s to change to gray if button_id == 3: await get_tree().create_timer(1).timeout emit_signal("panel_color_change", box, Color.GRAY) func _on_panel_color_changed(box :ColorRect, color :Color): box.color = color func create_timer(timeout :float) -> Timer: var timer :Timer = Timer.new() add_child(timer) timer.connect("timeout",Callable(self,"_on_timeout").bind(timer)) timer.set_one_shot(true) timer.start(timeout) return timer func _on_timeout(timer :Timer): remove_child(timer) timer.queue_free() func color_cycle() -> String: prints("color_cycle") await create_timer(0.500).timeout emit_signal("panel_color_change", _box1, Color.RED) prints("timer1") await create_timer(0.500).timeout emit_signal("panel_color_change", _box1, Color.BLUE) prints("timer2") await create_timer(0.500).timeout emit_signal("panel_color_change", _box1, Color.GREEN) prints("cycle end") return "black" func start_color_cycle(): color_cycle() # used for manuall spy checked created spy func _create_spell() -> Spell: return Spell.new() func create_spell() -> Spell: var spell := _create_spell() spell.connect("spell_explode", Callable(self, "_destroy_spell")) return spell func _destroy_spell(spell :Spell) -> void: #prints("_destroy_spell", spell) remove_child(spell) spell.queue_free() func _input(event): if event.is_action_released("ui_accept"): add_child(create_spell()) func add(a: int, b :int) -> int: return a + b