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@@ -289,7 +289,7 @@ func _on_graph_node_deleted(node: BaseGraphNode) -> void:
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# Remove all connections to/from this node
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var connections = get_connection_list()
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for connection in connections:
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if connection["from_node"] == node.name or connection["to_node"] == node.name:
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if connection["from_node"] == node.node_id or connection["to_node"] == node.node_id:
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disconnect_node(connection["from_node"], connection["from_port"], connection["to_node"], connection["to_port"])
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@@ -342,16 +342,16 @@ func load_from_cutscene(cutscene: CutsceneResource) -> void:
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# Create nodes from cutscene data
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for node_data in cutscene.nodes:
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var node = add_node(node_data["type"], Vector2(node_data["x"], node_data["y"]))
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var node = add_node(node_data["type"], Vector2(node_data["position"]["x"], node_data["position"]["y"]))
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if node:
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node.name = node_data["name"]
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node.node_id = node_data["id"]
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# Set node parameters
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for param_name in node_data["parameters"]:
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node.set_parameter(param_name, node_data["parameters"][param_name])
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# Create connections from cutscene data
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for connection_data in cutscene.connections:
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connect_node(connection_data["from_node"], connection_data["from_port"],
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connect_node(connection_data["from_node"], connection_data["from_port"],
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connection_data["to_node"], connection_data["to_port"])
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# Emit signal
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@@ -370,10 +370,12 @@ func save_to_cutscene() -> CutsceneResource:
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for child in get_children():
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if child is BaseGraphNode:
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var node_data = {
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"name": child.name,
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"id": child.node_id,
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"type": child.node_type,
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"x": child.position_offset.x,
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"y": child.position_offset.y,
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"position": {
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"x": child.position_offset.x,
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"y": child.position_offset.y
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},
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"parameters": child.action_parameters
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}
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current_cutscene.nodes.append(node_data)
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@@ -381,6 +383,7 @@ func save_to_cutscene() -> CutsceneResource:
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# Save connections
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for connection in get_connection_list():
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var connection_data = {
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"id": _generate_unique_connection_id(),
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"from_node": connection["from_node"],
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"from_port": connection["from_port"],
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"to_node": connection["to_node"],
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@@ -390,6 +393,10 @@ func save_to_cutscene() -> CutsceneResource:
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return current_cutscene
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# Generate a unique ID for connections
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func _generate_unique_connection_id() -> String:
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return "conn_" + str(Time.get_ticks_msec())
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# Set up preview system
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func setup_preview() -> void:
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