Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
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53
addons/dialogue_manager/editor_translation_parser_plugin.gd
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53
addons/dialogue_manager/editor_translation_parser_plugin.gd
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class_name DMTranslationParserPlugin extends EditorTranslationParserPlugin
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## Cached result of parsing a dialogue file.
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var data: DMCompilerResult
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## List of characters that were added.
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var translated_character_names: PackedStringArray = []
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var translated_lines: Array[Dictionary] = []
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func _parse_file(path: String) -> Array[PackedStringArray]:
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var msgs: Array[PackedStringArray] = []
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var file: FileAccess = FileAccess.open(path, FileAccess.READ)
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var text: String = file.get_as_text()
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data = DMCompiler.compile_string(text, path)
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var known_keys: PackedStringArray = PackedStringArray([])
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# Add all character names if settings ask for it
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if DMSettings.get_setting(DMSettings.INCLUDE_CHARACTERS_IN_TRANSLATABLE_STRINGS_LIST, true):
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translated_character_names = [] as Array[DialogueLine]
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for character_name: String in data.character_names:
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if character_name in known_keys: continue
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known_keys.append(character_name)
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translated_character_names.append(character_name)
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msgs.append(PackedStringArray([character_name.replace('"', '\"'), "dialogue", "", DMConstants.translate("translation_plugin.character_name")]))
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# Add all dialogue lines and responses
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var dialogue: Dictionary = data.lines
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for key: String in dialogue.keys():
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var line: Dictionary = dialogue.get(key)
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if not line.type in [DMConstants.TYPE_DIALOGUE, DMConstants.TYPE_RESPONSE]: continue
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var translation_key: String = line.get(&"translation_key", line.text)
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if translation_key in known_keys: continue
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known_keys.append(translation_key)
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translated_lines.append(line)
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if translation_key == line.text:
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msgs.append(PackedStringArray([line.text.replace('"', '\"'), "", "", line.get("notes", "")]))
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else:
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msgs.append(PackedStringArray([line.text.replace('"', '\"'), line.translation_key.replace('"', '\"'), "", line.get("notes", "")]))
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return msgs
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func _get_recognized_extensions() -> PackedStringArray:
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return ["dialogue"]
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