ajout de la scène du cockpit
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@@ -10,9 +10,6 @@ var max_energy := 0
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@export_tool_button("Update", "Callable") var update_action = func(): update(wanted_energy, wanted_max_energy)
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func _ready():
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%EnergyAnimationPlayer.disappear()
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func update(
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_energy : int,
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_max_energy : int,
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@@ -20,7 +17,6 @@ func update(
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):
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var changed = (energy != _energy or max_energy != _max_energy)
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if changed:
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print("Energy change with %d/%d" % [_energy, _max_energy])
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energy = _energy
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max_energy = _max_energy
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var energy_count_text = "[b]%d[/b] / %d" % [energy, max_energy]
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@@ -26,6 +26,7 @@ var is_animation_disappeared := false
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func _ready():
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hide()
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setup_energy_values()
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%EnergyPassDayInfo.hide()
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func _process(delta):
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if recharging:
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@@ -35,7 +36,6 @@ func _process(delta):
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max_energy_reached.emit()
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elif (new_current_energy != current_energy):
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%EnergyPassDayInfo.update(new_current_energy, max_energy, true)
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print("Call energy info with %d/%d" % [new_current_energy, max_energy])
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current_energy = new_current_energy
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func setup_energy_values():
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@@ -52,7 +52,6 @@ func pass_day_animation():
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is_animation_disappeared=false
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%EnergyPassDayInfo.update(from_energy, max_energy, false)
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print("Call energy info with %d/%d" % [from_energy, max_energy])
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await appear()
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is_animation_appeared = true
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@@ -12,6 +12,7 @@ func _ready():
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planet_update(GameInfo.game_data.current_planet_data, false)
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player_update(GameInfo.game_data.player_data, false)
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inventory_update(GameInfo.game_data.player_data.inventory)
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%EnergyInfo.reset_size()
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func _on_player_updated(player_data : PlayerData):
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player_update(player_data)
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@@ -71,6 +71,7 @@ func disappear(
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offset : int = 20,
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transition_type: Tween.TransitionType = Tween.TransitionType.TRANS_LINEAR,
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):
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setup_default_values()
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start_anim()
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add_tween(
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"modulate:a",
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@@ -95,6 +96,7 @@ func appear(
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offset : int = 20,
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transition_type: Tween.TransitionType = Tween.TransitionType.TRANS_LINEAR,
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):
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setup_default_values()
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start_anim()
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target.visible = true
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target.modulate.a = 0.
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