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@@ -22,7 +22,9 @@ func _setup_splash_screen_connection() -> void:
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# Try to find SplashScreen node
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splash_screen = get_node_or_null("SplashScreen")
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if not splash_screen:
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DebugManager.log_warn("SplashScreen node not found, trying alternative methods", "Main")
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DebugManager.log_warn(
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"SplashScreen node not found, trying alternative methods", "Main"
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)
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# Try to find by class or group
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var splash_nodes = get_tree().get_nodes_in_group("localizable")
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for node in splash_nodes:
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@@ -31,11 +33,15 @@ func _setup_splash_screen_connection() -> void:
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break
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if splash_screen:
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DebugManager.log_debug("SplashScreen node found: %s" % splash_screen.name, "Main")
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DebugManager.log_debug(
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"SplashScreen node found: %s" % splash_screen.name, "Main"
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)
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# Try connecting to the signal if it exists
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if splash_screen.has_signal("confirm_pressed"):
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splash_screen.confirm_pressed.connect(_on_confirm_pressed)
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DebugManager.log_debug("Connected to confirm_pressed signal", "Main")
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DebugManager.log_debug(
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"Connected to confirm_pressed signal", "Main"
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)
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else:
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# Fallback: use input handling directly on the main scene
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DebugManager.log_warn("Using fallback input handling", "Main")
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