Added node highlight, fixed temporary load to include start node as well, fixed For-Condition
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@@ -19,12 +19,12 @@ public class ForNode : ProgramNode
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{
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amountExecuted = 0;
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}
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return isConditionFulfilled ? NodeResult.CONDITIONFALSE : NodeResult.SUCCESS;
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return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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}
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private bool DetermineCondition()
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{
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return amountExecuted < amount;
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return amountExecuted >= amount;
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}
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public override ProgramNode Duplicate()
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@@ -5,6 +5,7 @@ public abstract class ProgramNode
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{
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public ProgramNode nextNode;
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public ProgramNode NegativeNode;
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public string EditorNodeId;
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public string DisplayText;
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public string TooltipText;
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public string lastExecutionMessage;
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@@ -13,6 +14,13 @@ public abstract class ProgramNode
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public abstract ProgramNode Duplicate();
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public abstract string Save();
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public ProgramNode DuplicateForRuntime(string editorNodeId)
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{
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ProgramNode duplicate = Duplicate();
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duplicate.EditorNodeId = editorNodeId;
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return duplicate;
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}
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public virtual void SetNextNode(
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List<Godot.Collections.Dictionary> connections,
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Dictionary<StringName, ProgramNode> availableNodes
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