plant tester + shado assets
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@@ -1,12 +1,12 @@
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extends Resource
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class_name PlantMutation
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@export var level : int = 1
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@export var level: int = 1
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var id : String : get = get_mutation_id
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var name : String : get = get_mutation_name
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var id: String: get = get_mutation_id
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var name: String: get = get_mutation_name
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func _init(_level : int = 1):
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func _init(_level: int = 1):
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level = _level
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func get_icon() -> Texture:
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@@ -27,40 +27,43 @@ func get_mutation_description() -> String:
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printerr("Classe abstraite PlantMutation appelée")
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return ""
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func mutate_plant_data(_plant_data : PlantData):
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func mutate_plant_data(_plant_data: PlantData):
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pass
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func mutate_score(_plant_data : PlantData, score : int) -> int:
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func mutate_score(_plant_data: PlantData, score: int) -> int:
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return score
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func mutate_lifetime(_plant_data : PlantData, lifetime : int) -> int:
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func mutate_score_multiplier(_plant_data: PlantData, multiplier: int) -> int:
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return multiplier
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func mutate_lifetime(_plant_data: PlantData, lifetime: int) -> int:
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return lifetime
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func mutate_growing_time(_plant_data : PlantData, growing_time : int) -> int:
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func mutate_growing_time(_plant_data: PlantData, growing_time: int) -> int:
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return growing_time
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func mutate_seed_number(_plant_data, seed_number):
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func mutate_seed_number(_plant_data: PlantData, seed_number: int):
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return seed_number
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func mutate_seed_random_loose(_plant_data, seed_random_loose):
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func mutate_seed_random_loose(_plant_data: PlantData, seed_random_loose):
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return seed_random_loose
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func _start_planted_effect(_plant : Plant):
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func _start_planted_effect(_plant: Plant):
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pass
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func _start_day_effect(_plant : Plant):
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func _start_day_effect(_plant: Plant):
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pass
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func _start_maturation_effect(_plant : Plant):
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func _start_maturation_effect(_plant: Plant):
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pass
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func _start_dead_effect(_plant : Plant):
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func _start_dead_effect(_plant: Plant):
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pass
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func _start_harvested_effect(_plant : Plant):
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func _start_harvested_effect(_plant: Plant):
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pass
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func get_level_for_rarity(rarity : int) -> int :
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func get_level_for_rarity(rarity: int) -> int:
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return rarity - get_base_rarity() + 1
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func get_rarity() -> int:
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@@ -78,7 +81,7 @@ func card_section() -> CardSectionInfo:
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return section
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static func get_rarity_text(rarity) -> String:
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var rarity_text : Array[String] = [
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var rarity_text: Array[String] = [
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"COMMON",
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"RARE",
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"VERY_RARE",
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@@ -88,11 +91,11 @@ static func get_rarity_text(rarity) -> String:
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if rarity < len(rarity_text):
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return rarity_text[rarity]
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else :
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else:
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return rarity_text[len(rarity_text) - 1]
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static func get_rarity_color(rarity : int) -> Color:
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var rarity_colors : Array[Color] = [
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static func get_rarity_color(rarity: int) -> Color:
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var rarity_colors: Array[Color] = [
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Color("25C147"),
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Color("8B2DFF"),
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Color("FF006E"),
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