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# Cutscene System for Godot 4.3
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## Overview
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This is a flexible cutscene system for 2D point-and-click adventure games in Godot 4.3. It supports both sequential and parallel action execution, with a focus on extensibility and dynamic behavior.
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This is a flexible cutscene system for 2D point-and-click adventure games in Godot 4.3. It supports both sequential and parallel action execution, with a focus on extensibility and dynamic behavior. The system can be used directly with code or with the visual Cutscene Editor plugin that manages cutscene resources.
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## Features
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- Sequential action execution
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- Extensible action system
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- Signal-based completion system
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- Error handling and recovery
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- Resource-based cutscene management (with Cutscene Editor plugin)
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## System Components
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## Usage
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### Basic Setup
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### Basic Setup (Code-based)
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```gdscript
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# Create a cutscene manager
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var cutscene_manager = CutsceneManager.new()
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cutscene_manager.start()
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```
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### Parallel Actions
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### Parallel Actions (Code-based)
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```gdscript
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# Create parallel actions
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var parallel_actions = [
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cutscene_manager.add_parallel_actions(parallel_actions)
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```
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### Resource-based Setup (With Cutscene Editor)
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```gdscript
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# Load a cutscene resource created with the visual editor
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var cutscene_resource = preload("res://path/to/your/cutscene.tscn")
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# Generate actions from the resource
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var generator = CutsceneGenerator.new()
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var cutscene_manager = generator.generate_cutscene(cutscene_resource)
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# Add to scene and start
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add_child(cutscene_manager)
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cutscene_manager.start()
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```
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### The Example Scenario
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The system supports complex sequences like the one described in the requirements:
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