WIP checkpoint: fix script-attach typo, missing class_name, var name mismatch
- scenes/avatar_customization.tscn: script_extense -> script (typo meant the customization UI script was never actually attached to the scene) - scripts/avatar/avatar_loadout.gd: add missing class_name AvatarLoadout (avatar_system.gd references the type everywhere; only this file among the avatar scripts lacked its class_name) - scripts/main_menu.gd: _ready() referenced _customize_button/_settings_button/ _quit_button but the @onready vars are named without the leading underscore
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@@ -48,7 +48,7 @@ anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_horizontal = 2
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grow_vertical = 2
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grow_vertical = 2
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script_extense = ExtResource("1")
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script = ExtResource("1")
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[node name="MainPanel" type="Panel" parent="."]
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[node name="MainPanel" type="Panel" parent="."]
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layout_mode = 3
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layout_mode = 3
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@@ -5,6 +5,7 @@
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##
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##
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## See docs/architecture/avatar.md §5 for the loadout JSON format.
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## See docs/architecture/avatar.md §5 for the loadout JSON format.
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class_name AvatarLoadout
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extends RefCounted
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extends RefCounted
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@@ -40,9 +40,9 @@ signal quit_requested
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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func _ready() -> void:
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_customize_button.pressed.connect(_on_customize_pressed)
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customize_button.pressed.connect(_on_customize_pressed)
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_settings_button.pressed.connect(_on_settings_pressed)
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settings_button.pressed.connect(_on_settings_pressed)
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_quit_button.pressed.connect(_on_quit_pressed)
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quit_button.pressed.connect(_on_quit_pressed)
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# ---------------------------------------------------------------------------
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# ---------------------------------------------------------------------------
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