♻️Code cleanup
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@@ -1,5 +1,6 @@
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using System;
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using System.Diagnostics;
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.SceneManagement;
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using Godot;
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@@ -7,9 +8,9 @@ namespace Babushka.scripts.CSharp.Common.Fight;
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public partial class FightSceneSwitcher : Node
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{
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[Export] private Node sceneRoot;
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[Export] private string fightRoomScenePath;
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[Export] private string fightHappeningScene;
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[Export] private Node _sceneRoot = null!;
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[Export] private string _fightRoomScenePath = null!;
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[Export] private string _fightHappeningScene = null!;
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private void LoadNext()
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{
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@@ -17,12 +18,12 @@ public partial class FightSceneSwitcher : Node
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Debug.Assert(nextRoom != null, "nextRoom!=null");
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var nextFightHappening = FightWorld.Instance.fightHappeningData;
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SceneTransitionThreaded.Instance.ChangeSceneToFile(nextFightHappening != null
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? fightHappeningScene
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: fightRoomScenePath);
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UnloadAfterDelay();
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? _fightHappeningScene
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: _fightRoomScenePath);
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_ = UnloadAfterDelay();
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}
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private async void UnloadAfterDelay()
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private async Task UnloadAfterDelay()
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{
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await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); // 1.0f seconds
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//sceneRoot.QueueFree();
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@@ -31,7 +32,7 @@ public partial class FightSceneSwitcher : Node
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public void SwitchRoom(int pathIndex)
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{
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Debug.Assert(FightWorld.Instance.currentRoom != null, "FightWorld.Instance.currentRoom!=null");
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if (!FightWorld.Instance.currentRoom.paths.TryGetValue(pathIndex, out var nextRoom))
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throw new Exception("Trying to go down a non-existent path");
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