And other stuff (still don't merge)
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@@ -30,7 +30,7 @@ public partial class TalkingCharacter : Node2D
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public void ToggleTalking()
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{
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GD.Print("ToggleTalking");
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GD.Print("ToggleTalking");
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if (isTalking || _timelineIndex >= _timelinesToPlay.Length)
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{
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if (_sprite != null)
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@@ -1,4 +1,5 @@
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using Godot;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.SceneManagement;
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public partial class SceneTransitionThreaded : CanvasLayer
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@@ -35,6 +36,9 @@ public partial class SceneTransitionThreaded : CanvasLayer
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if (scenePathThreaded == "")
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{ return; }
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var ar = new Array();
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ResourceLoader.LoadThreadedGetStatus(scenePathThreaded, ar);
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if (threadedLoadingState == ThreadedLoadingStateEn._loading && ResourceLoader.LoadThreadedGetStatus(scenePathThreaded) == ResourceLoader.ThreadLoadStatus.Loaded)
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{
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OnResourceLoadThreadedComplete();
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@@ -58,7 +62,7 @@ public partial class SceneTransitionThreaded : CanvasLayer
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if (scenePathThreaded == "")
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{ return; }
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ResourceLoader.LoadThreadedRequest(scenePathThreaded);
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ResourceLoader.LoadThreadedRequest(scenePathThreaded,"",true);
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threadedLoadingState = ThreadedLoadingStateEn._loading;
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}
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@@ -17,7 +17,7 @@ public partial class SceneTransition : Node
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public void LoadSceneAtIndex(int index)
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{
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string sceneName = _sceneNamesToLoad[index];
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SceneTransitionThreaded.Instance.ChangeSceneToFile(sceneName);
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SceneTransitionThreaded.Instance.ChangeSceneToFileThreaded(sceneName);
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UnloadAfterDelay();
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}
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