extends Control const FacadeScript = preload("res://compat/p9_0_root_facade.gd") const AppPage = FacadeScript.AppPage const ANIMATION_SPECS = FacadeScript.ANIMATION_SPECS const BATTLE_PHASE_DURATIONS = FacadeScript.BATTLE_PHASE_DURATIONS const BATTLE_FEEDBACK_DURATION = FacadeScript.BATTLE_FEEDBACK_DURATION var facade := FacadeScript.new() var active_battle_feedback: get: return facade.active_battle_feedback set(value): facade.active_battle_feedback = value var adaptation_choice: get: return facade.adaptation_choice set(value): facade.adaptation_choice = value var adaptation_committed: get: return facade.adaptation_committed set(value): facade.adaptation_committed = value var added_rear: get: return facade.added_rear set(value): facade.added_rear = value var audio_enabled: get: return facade.audio_enabled set(value): facade.audio_enabled = value var audio_player: get: return facade.audio_player set(value): facade.audio_player = value var auto_boot: get: return facade.auto_boot set(value): facade.auto_boot = value var battle_clock: get: return facade.battle_clock set(value): facade.battle_clock = value var battle_feedback_clock: get: return facade.battle_feedback_clock set(value): facade.battle_feedback_clock = value var battle_feedback_history: get: return facade.battle_feedback_history set(value): facade.battle_feedback_history = value var battle_feedback_origin: get: return facade.battle_feedback_origin set(value): facade.battle_feedback_origin = value var battle_phase: get: return facade.battle_phase set(value): facade.battle_phase = value var battle_playing: get: return facade.battle_playing set(value): facade.battle_playing = value var boot_failed_path: get: return facade.boot_failed_path set(value): facade.boot_failed_path = value var boot_index: get: return facade.boot_index set(value): facade.boot_index = value var boot_paths_override: get: return facade.boot_paths_override set(value): facade.boot_paths_override = value var boot_verified: get: return facade.boot_verified set(value): facade.boot_verified = value var coin: get: return facade.coin set(value): facade.coin = value var enemy_hp: get: return facade.enemy_hp set(value): facade.enemy_hp = value var enemy_sprite: get: return facade.enemy_sprite set(value): facade.enemy_sprite = value var fifth_battle_elapsed: get: return facade.fifth_battle_elapsed set(value): facade.fifth_battle_elapsed = value var fifth_reward_committed: get: return facade.fifth_reward_committed set(value): facade.fifth_reward_committed = value var first_reward_committed: get: return facade.first_reward_committed set(value): facade.first_reward_committed = value var formation_commit_count: get: return facade.formation_commit_count set(value): facade.formation_commit_count = value var fourth_battle_elapsed: get: return facade.fourth_battle_elapsed set(value): facade.fourth_battle_elapsed = value var fourth_result_time: get: return facade.fourth_result_time set(value): facade.fourth_result_time = value var front_choice: get: return facade.front_choice set(value): facade.front_choice = value var front_hp: get: return facade.front_hp set(value): facade.front_hp = value var front_sprite: get: return facade.front_sprite set(value): facade.front_sprite = value var guard_events: get: return facade.guard_events set(value): facade.guard_events = value var guild_choice: get: return facade.guild_choice set(value): facade.guild_choice = value var guild_committed: get: return facade.guild_committed set(value): facade.guild_committed = value var locale: get: return facade.locale set(value): facade.locale = value var muted: get: return facade.muted set(value): facade.muted = value var page: get: return facade.page set(value): facade.page = value var phase_impact_committed: get: return facade.phase_impact_committed set(value): facade.phase_impact_committed = value var rear_choice: get: return facade.rear_choice set(value): facade.rear_choice = value var rear_events: get: return facade.rear_events set(value): facade.rear_events = value var rear_hp: get: return facade.rear_hp set(value): facade.rear_hp = value var rear_sprite: get: return facade.rear_sprite set(value): facade.rear_sprite = value var reduced_motion: get: return facade.reduced_motion set(value): facade.reduced_motion = value var restart_confirmation: get: return facade.restart_confirmation set(value): facade.restart_confirmation = value var retained_item: get: return facade.retained_item set(value): facade.retained_item = value var route_choice: get: return facade.route_choice set(value): facade.route_choice = value var route_committed: get: return facade.route_committed set(value): facade.route_committed = value var route_reward_committed: get: return facade.route_reward_committed set(value): facade.route_reward_committed = value var second_battle_elapsed: get: return facade.second_battle_elapsed set(value): facade.second_battle_elapsed = value var second_result_time: get: return facade.second_result_time set(value): facade.second_result_time = value var selected_recruits: get: return facade.selected_recruits set(value): facade.selected_recruits = value var sfx_playback: get: return facade.sfx_playback set(value): facade.sfx_playback = value var text_scale: get: return facade.text_scale set(value): facade.text_scale = value var third_battle_elapsed: get: return facade.third_battle_elapsed set(value): facade.third_battle_elapsed = value var third_result_time: get: return facade.third_result_time set(value): facade.third_result_time = value var trained_member: get: return facade.trained_member set(value): facade.trained_member = value var training_choice: get: return facade.training_choice set(value): facade.training_choice = value var training_committed: get: return facade.training_committed set(value): facade.training_committed = value var victory_events: get: return facade.victory_events set(value): facade.victory_events = value func _ready() -> void: facade.name = "RuntimeFacade" facade.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT) add_child(facade) func _get(property: StringName) -> Variant: return facade.get(property) func _set(property: StringName, value: Variant) -> bool: facade.set(property, value) return true func _get_property_list() -> Array[Dictionary]: var result: Array[Dictionary] = [] for property in facade.get_property_list(): var name: StringName = property["name"] if name in [&"script", &"name", &"owner", &"process_mode", &"process_priority", &"process_physics_priority"]: continue result.append({ "name": name, "type": property["type"], "hint": property.get("hint", PROPERTY_HINT_NONE), "hint_string": property.get("hint_string", ""), "usage": PROPERTY_USAGE_DEFAULT, }) return result func _process(delta: float) -> void: facade._process(delta) func active_boot_paths() -> Array[String]: return facade.active_boot_paths() func adaptation_effect(id: String) -> String: return facade.adaptation_effect(id) func adaptation_name(id: String) -> String: return facade.adaptation_name(id) func advance_battle_phase() -> void: facade.advance_battle_phase() func animation_frame_index(character: String, state: String, elapsed: float) -> int: return facade.animation_frame_index(character, state, elapsed) func animation_texture(character: String, state: String, elapsed: float) -> Texture2D: return facade.animation_texture(character, state, elapsed) func assign_automatic_formation() -> bool: return facade.assign_automatic_formation() func back_to_main_menu() -> void: facade.back_to_main_menu() func begin_first_battle() -> void: facade.begin_first_battle() func begin_second_battle() -> void: facade.begin_second_battle() func begin_third_battle() -> void: facade.begin_third_battle() func cancel_restart() -> void: facade.cancel_restart() func cancel_route_review() -> void: facade.cancel_route_review() func cancel_training_review() -> void: facade.cancel_training_review() func candidate_name(profession: String) -> String: return facade.candidate_name(profession) func choose_adaptation(id: String) -> void: facade.choose_adaptation(id) func choose_candidate(profession: String) -> void: facade.choose_candidate(profession) func choose_guild_option(id: String) -> void: facade.choose_guild_option(id) func choose_route(id: String) -> void: facade.choose_route(id) func choose_training(slot: String) -> void: facade.choose_training(slot) func clear_experience() -> void: facade.clear_experience() func commit_fifth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fifth_phase_impact(phase, refresh_runtime) func commit_fifth_reward() -> void: facade.commit_fifth_reward() func commit_first_victory_reward() -> void: facade.commit_first_victory_reward() func commit_formation() -> void: facade.commit_formation() func commit_fourth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fourth_phase_impact(phase, refresh_runtime) func commit_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_phase_impact(phase, refresh_runtime) func commit_route() -> void: facade.commit_route() func commit_route_reward() -> void: facade.commit_route_reward() func commit_second_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_second_phase_impact(phase, refresh_runtime) func commit_third_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_third_phase_impact(phase, refresh_runtime) func commit_training() -> void: facade.commit_training() func confirm_restart() -> void: facade.confirm_restart() func depart() -> void: facade.depart() func emit_battle_feedback(phase: int, target: String, delta: int, qualifier_zh: String, qualifier_en: String, tier: String) -> void: facade.emit_battle_feedback(phase, target, delta, qualifier_zh, qualifier_en, tier) func enter_game() -> void: facade.enter_game() func go_home() -> void: facade.go_home() func later_preview_supports_pair() -> bool: return facade.later_preview_supports_pair() func member_level(slot: String) -> int: return facade.member_level(slot) func member_slots() -> Array[String]: return facade.member_slots() func open_adaptation() -> void: facade.open_adaptation() func open_game_intro() -> void: facade.open_game_intro() func open_guild_return() -> void: facade.open_guild_return() func open_recruit_selection() -> void: facade.open_recruit_selection() func open_route_board() -> void: facade.open_route_board() func open_route_review() -> void: facade.open_route_review() func open_settings() -> void: facade.open_settings() func open_training() -> void: facade.open_training() func open_training_review() -> void: facade.open_training_review() func phase_duration(phase: int) -> float: return facade.phase_duration(phase) func render() -> void: facade.render() func request_restart() -> void: facade.request_restart() func review_automatic_formation() -> void: facade.review_automatic_formation() func revise_recruit_selection() -> void: facade.revise_recruit_selection() func route_coverage_state(id: String) -> String: return facade.route_coverage_state(id) func route_reward(id: String) -> int: return facade.route_reward(id) func run_boot_verification() -> void: await facade.run_boot_verification() func second_battle_event_text() -> String: return facade.second_battle_event_text() func second_result_explanation() -> String: return facade.second_result_explanation() func start_adventure() -> void: facade.start_adventure() func start_new_game() -> void: facade.start_new_game() func toggle_locale() -> void: facade.toggle_locale() func toggle_motion() -> void: facade.toggle_motion() func toggle_mute() -> void: facade.toggle_mute() func toggle_recruit(profession: String) -> void: facade.toggle_recruit(profession) func toggle_text_scale() -> void: facade.toggle_text_scale() func tr_text(zh: String, en: String) -> String: return facade.tr_text(zh, en) func update_battle_feedback_visual() -> void: facade.update_battle_feedback_visual() func victory_explanation() -> String: return facade.victory_explanation()