simplify check for no keyboard in game key ready
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@ -22,6 +22,7 @@ _typing_label = NodePath("TypingLabel")
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_layout_swap_label = NodePath("LayoutSwapLabel")
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[node name="InputLabel" type="RichTextLabel" parent="."]
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visible = false
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layout_mode = 1
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offset_left = 14.0
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offset_top = 15.0
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@ -161,6 +161,7 @@ outline_size = 0
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[node name="PlayerPosMarker" type="Marker3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.25, 0)
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gizmo_extents = 0.2
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[node name="PressLight" type="OmniLight3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
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@ -97,16 +97,8 @@ static func sort_func(a: GameKey, b: GameKey) -> bool:
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#region builtins
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func _ready() -> void:
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if (
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Engine.is_editor_hint()
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and not _keyboard
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and get_tree().edited_scene_root is GameKeyboard
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):
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_keyboard = get_tree().edited_scene_root
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load_props(props, position, rotation.y)
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elif not _keyboard:
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if not _keyboard or not props:
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return
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_adjacency_light.visible = false
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_keyboard.layout_size_changed.connect(_on_keyboard_layout_size_changed)
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_keyboard.keys_requested.connect(_on_keyboard_keys_requested)
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