For now, go straight to instantiating the scene instead of the main menu/loading screen
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@@ -2,7 +2,6 @@
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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using System.Threading;
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namespace GameJamDungeon
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{
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@@ -55,6 +54,7 @@ namespace GameJamDungeon
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})
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.Handle((in AppLogic.Output.SetupGameScene _) =>
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{
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Menu.Hide();
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Instantiator.SceneTree.Paused = true;
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Game = Instantiator.LoadAndInstantiate<Game>(GAME_SCENE_PATH);
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GameWindow.AddChildEx(Game);
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@@ -9,6 +9,6 @@ namespace GameJamDungeon
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[LogicBlock(typeof(State), Diagram = true)]
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public partial class AppLogic : LogicBlock<AppLogic.State>, IAppLogic
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{
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public override Transition GetInitialState() => To<State.MainMenu>();
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public override Transition GetInitialState() => To<State.SetupGameScene>();
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}
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}
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30
src/app/state/states/AppLogic.State.SetupGameScene.cs
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30
src/app/state/states/AppLogic.State.SetupGameScene.cs
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@@ -0,0 +1,30 @@
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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namespace GameJamDungeon
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{
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public partial class AppLogic
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{
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public partial record State
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{
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[Meta]
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public partial record SetupGameScene : State, IGet<Input.LoadGameFinished>
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{
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public SetupGameScene()
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{
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this.OnEnter(() =>
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{
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Output(new Output.SetupGameScene());
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Output(new Output.ShowGame());
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Input(new Input.LoadGameFinished());
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});
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}
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public Transition On(in Input.LoadGameFinished input)
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{
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return To<InGame>();
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}
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}
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}
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}
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}
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@@ -60,7 +60,7 @@ public class GameRepo : IGameRepo
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{
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_inventoryItems = new AutoProp<List<InventoryItemInfo>>([]);
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_isInventoryScreenOpened = new AutoProp<bool>(false);
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_isPaused = new AutoProp<bool>(true);
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_isPaused = new AutoProp<bool>(false);
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_playerGlobalPosition = new AutoProp<Vector3>(Vector3.Zero);
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_equippedWeapon = new Weapon();
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HPBarValue = new AutoProp<int>(0);
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