refactor du code et ajouts des quotas, avec des récompense entre chaque quota #68
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@@ -68,7 +68,7 @@ func _process(_delta):
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func _on_inventory_updated(_inventory: Inventory):
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if inventory.get_item():
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setup_preview_zone(inventory.get_item().use_zone_radius)
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setup_preview_zone(inventory.get_item().usage_zone_radius)
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var item_texture = inventory.get_item().icon
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%ItemSprite.texture = item_texture
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%ItemSprite.scale = Vector2(
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@@ -125,7 +125,7 @@ func delete_item(item: Item):
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func try_use_item(item : Item, use_position : Vector2):
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has_just_received_instruction = true
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setup_action_zone(use_position, item.use_zone_radius)
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setup_action_zone(use_position, item.usage_zone_radius)
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instruction = ItemActionInstruction.new(
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use_position,
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item
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@@ -137,7 +137,7 @@ func preview_can_use_item(item : Item) -> bool:
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func can_use_item_on_zone(item : Item, zone: Area2D) -> bool:
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return (
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inventory.has_item(item)
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and (energy - item.use_energy) >= 0
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and (energy - item.energy_usage) >= 0
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and item.can_use(self, zone)
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)
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@@ -145,7 +145,7 @@ func use_item(item : Item):
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if can_use_item_on_zone(item, action_zone):
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var is_item_used = item.use(self, action_zone)
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if is_item_used:
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energy -= item.use_energy
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energy -= item.energy_usage
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if item.is_one_time_use():
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delete_item(item)
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