Ajout d'un effet visuel sur les nouvelles graines, et dev en cours de l'imprimante 3D
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@@ -11,6 +11,7 @@ const SPRITE_SCENE: PackedScene = preload("res://entities/interactables/item_obj
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if object_sprite:
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object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
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object_sprite.generate_particles(item.get_particles())
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object_sprite.set_has_been_inspected_sprite(item.has_been_inspected, item.get_rarity_color())
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@onready var object_sprite: ItemObjectSprite = generate_sprite()
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@@ -18,11 +19,18 @@ func _init(_item = null):
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if _item:
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item = _item
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func inspect(is_inspected : bool = true):
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item.has_been_inspected = true
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object_sprite.set_has_been_inspected_sprite(item.has_been_inspected, item.get_rarity_color())
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modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
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func _ready():
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generate_collision(ITEM_AREA_WIDTH)
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if item and object_sprite:
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object_sprite.apply_texture_to_sprite(item.icon, ITEM_SPRITE_SIZE)
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object_sprite.generate_particles(item.get_particles())
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object_sprite.set_has_been_inspected_sprite(item.has_been_inspected, item.get_rarity_color())
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func pointer_text() -> String:
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var name_suffix = ""
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@@ -45,6 +53,7 @@ func interact(player : Player) -> bool:
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await pickup_animation(player.global_position)
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queue_free()
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player.pick_item(item)
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item.has_been_inspected = true
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return true
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return false
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@@ -1,6 +1,8 @@
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extends Node2D
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class_name ItemObjectSprite
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const HAS_BEEN_INSPECTED_SPRITE_OPACITY = 0.3
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@onready var icon_sprite = $Icon
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@onready var tractor_beam: CPUParticles2D = $TractorBeam
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@@ -23,5 +25,10 @@ func generate_particles(particles_params : Array[EffectParticles.Parameters]):
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particles_emitter.setup_particles(params)
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add_child(particles_emitter)
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func set_has_been_inspected_sprite(has_been_inspected : bool, color := Color.WHITE):
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color.a = HAS_BEEN_INSPECTED_SPRITE_OPACITY
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%HasBeenInspectedSprite.visible = not has_been_inspected
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%HasBeenInspectedSprite.modulate = color
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func pickup_animation():
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%AnimationPlayer.play("pickup")
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