Tag selection buttons now populate the form entry menu with available tags.
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+14
-8
@@ -270,7 +270,7 @@ func __calculate_movement() -> void:
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func __calculate_button_presses() -> void:
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if Input.is_action_just_pressed(&"bugbot_place_marker") and __raycast_collision:
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__place_marker(__raycast_collision["position"], __raycast_collision["normal"])
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__select_at_location(__raycast_collision["position"], __raycast_collision["normal"])
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if Input.is_action_just_released(&"bugbot_exit_placement"):
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__exit_placement_timer.stop()
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@@ -295,21 +295,27 @@ func __raycast_to_world():
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else:
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__laser_beam.visible = false
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func __select_at_location(_position:Vector3, _normal:Vector3):
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var collider : Area3D = __raycast_collision["collider"] as Area3D
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if collider and collider.is_in_group("BugMarkerInfo"):
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__pop_up_marker_info(_position, _normal)
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else:
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__place_marker(_position, _normal)
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func __place_marker(_position:Vector3, _normal:Vector3):
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if __raycast_collision:
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var collider : Area3D = __raycast_collision["collider"] as Area3D
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if collider and collider.is_in_group("BugMarkerInfo"):
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print("Pop up bug marker info here.")
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return
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process_mode = Node.PROCESS_MODE_PAUSABLE
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var marker : BugMarker = (load(bug_marker) as PackedScene).instantiate() as BugMarker
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get_tree().get_root().add_child(marker)
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marker.global_position = _position
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marker.set_rotation_to_normal(_normal)
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marker.marker_status = BugMarker.BugStatus.UNRESOLVED
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__bugbot_server._prepare_form(__bug_report_form_data_prepared)
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func __pop_up_marker_info(_position:Vector3, _normal:Vector3):
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print("Pop up bug marker info here.")
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func __bug_report_form_data_prepared(tag_lists:Array):
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var bug_report_form : Control = preload("res://addons/Bugbot/UI/bug_report_form.tscn").instantiate()
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add_child(bug_report_form)
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