Ajout d'un mode infini

This commit is contained in:
2026-06-26 17:53:28 +02:00
parent e133519dc0
commit 53c86e9cc7
38 changed files with 595 additions and 148 deletions

View File

@@ -1,16 +1,28 @@
extends Resource
class_name GameData
enum GameMode {STORY}
enum Mode {STORY, INFINITE}
signal current_run_updated(r : RunData)
signal current_region_data_updated(p : RegionData)
func _init(
_game_mode : Mode = Mode.STORY
):
game_mode = _game_mode
if game_mode == Mode.STORY:
progression_data = StoryProgressionData.new()
elif game_mode == Mode.INFINITE:
progression_data = InfiniteProgressionData.new()
@export var game_mode : Mode = GameData.Mode.STORY
@export var player_data : PlayerData = PlayerData.new()
@export var progression_data : ProgressionData = ProgressionData.new()
@export var progression_data : ProgressionData
@export var current_run : RunData = start_run() :
@export var current_run : RunData :
set(v):
current_run = v
current_run_updated.emit(v)
@@ -30,8 +42,6 @@ signal current_region_data_updated(p : RegionData)
@export var item_announced = []
@export var game_mode : GameMode = GameMode.STORY
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
@export var tutorials_done : Array[String] = []
@@ -39,7 +49,7 @@ func start_run() -> RunData:
player_data.clear_inventory()
player_data.update_with_artefacts([])
current_run = RunData.new()
current_run.story_step = progression_data.story_step.duplicate_deep()
current_run.story_step = progression_data.get_story_step().duplicate_deep()
current_run.generate_next_run_points()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
@@ -59,12 +69,14 @@ func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
func give_up():
progression_data.finish_run(current_run)
current_region_data = null
current_run = null
start_run()
SceneManager.change_to_scene(progression_data.story_step.get_respawn_scene())
SceneManager.change_to_scene(progression_data.get_story_step().get_respawn_scene())
func finish_story_step():
progression_data.finish_run(current_run)
progression_data.next_story_step()
current_region_data = null
start_run()