Plant blinking when about to dye
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@@ -4,32 +4,38 @@ class_name PlantSprite
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const PLANTED_SEED_CROP_WIDTH = 50
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const PLANTED_SEED_POS_Y = 0
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const PARTICLES_SCENE : PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
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const PARTICLES_SCENE: PackedScene = preload("res://common/vfx/particles/effect_particles.tscn")
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const ABOUT_TO_DYE_COLOR := Color("#fca67e")
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const ABOUT_TO_DYE_PERIOD := 1.0
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signal harvest_animation_finished
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var last_updated_on_state : PlantData.State = PlantData.State.MATURE
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var stored_seed_image : Texture = null
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var last_updated_on_state: PlantData.State = PlantData.State.MATURE
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var stored_seed_image: Texture = null
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var display_lifetime_sprite : bool = false : set = set_display_lifetime_sprite
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var sprite_modulate : Color = Color.WHITE : set = set_sprite_modulate
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var display_lifetime_sprite: bool = false: set = set_display_lifetime_sprite
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var sprite_modulate: Color = Color.WHITE: set = set_sprite_modulate
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func setup_plant_sprite(plant_data : PlantData):
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var about_to_dye_tween: Tween
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var target_modulate_color := Color.WHITE
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func setup_plant_sprite(plant_data: PlantData):
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set_display_lifetime_sprite()
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%PlantedSeed.texture = PlantTextureBuilder.build_seed_texture(plant_data.plant_name.hash())
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update_plant_sprite(plant_data,true)
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update_plant_sprite(plant_data, true)
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func update_plant_sprite(plant_data : PlantData, with_animation = false):
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func update_plant_sprite(plant_data: PlantData, with_animation = false):
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if with_animation:
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%AnimationPlayer.play("bump")
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await %AnimationPlayer.animation_finished
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%Sprite.flip_h = true if plant_data.random_seed%2 == 0 else false
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%Sprite.flip_h = true if plant_data.random_seed % 2 == 0 else false
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%Sprite.texture = PlantTextureBuilder.build_plant_texture(plant_data)
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%PlantedSeed.visible = plant_data.get_state() == PlantData.State.PLANTED
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%LifetimeProgressBar.value = 100 * (float(plant_data.day)/plant_data.get_lifetime())
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%LifetimeProgressBar.value = 100 * (float(plant_data.day) / plant_data.get_lifetime())
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# %PlantedSeed.region_rect = Rect2(
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# 0,
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@@ -38,9 +44,9 @@ func update_plant_sprite(plant_data : PlantData, with_animation = false):
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# %PlantedSeed.texture.texture.get_height() - PLANTED_SEED_CROP_WIDTH + -1 * PLANTED_SEED_POS_Y,
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# )
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func generate_mutation_effects(plant : Plant):
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func generate_mutation_effects(plant: Plant):
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for m in plant.data.mutations:
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var particles_emitter : EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
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var particles_emitter: EffectParticles = PARTICLES_SCENE.instantiate() as EffectParticles
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particles_emitter.setup_particles(
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EffectParticles.Parameters.new(
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m.get_icon(),
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@@ -52,7 +58,7 @@ func generate_mutation_effects(plant : Plant):
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func start_harvest_animation():
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$AnimationPlayer.play("harvest")
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await $AnimationPlayer.animation_finished
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harvest_animation_finished.emit()
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harvest_animation_finished.emit()
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func set_display_lifetime_sprite(d := display_lifetime_sprite):
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display_lifetime_sprite = d
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@@ -64,8 +70,8 @@ func set_sprite_modulate(c := sprite_modulate):
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if is_node_ready():
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%Sprite.modulate = c
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func affect_preview(is_affected : bool = true):
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sprite_modulate = InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE
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func affect_preview(is_affected: bool = true):
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set_modulate_color(InspectableEntity.MODULATE_AFFECTED_COLOR if is_affected else Color.WHITE, true)
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func _on_body_entered(body: Node2D) -> void:
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if body is Player && $AnimationPlayer.current_animation != "player_move":
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@@ -73,4 +79,27 @@ func _on_body_entered(body: Node2D) -> void:
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func play_bump_animation():
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%AnimationPlayer.play("bump")
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await %AnimationPlayer.animation_finished
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await %AnimationPlayer.animation_finished
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func set_modulate_color(color: Color, pause_about_to_dye: bool):
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target_modulate_color = color
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if about_to_dye_tween:
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if pause_about_to_dye and about_to_dye_tween.is_running():
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about_to_dye_tween.pause()
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modulate = target_modulate_color
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elif not pause_about_to_dye and not about_to_dye_tween.is_running():
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about_to_dye_tween.play()
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elif is_node_ready():
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%Sprite.modulate = target_modulate_color
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func apply_about_to_dye_effect():
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if not about_to_dye_tween:
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about_to_dye_tween = create_tween()
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about_to_dye_tween.tween_property(%Sprite, "modulate:r", ABOUT_TO_DYE_COLOR.r, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.r)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", ABOUT_TO_DYE_COLOR.g, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.g)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", ABOUT_TO_DYE_COLOR.b, ABOUT_TO_DYE_PERIOD).from(target_modulate_color.b)
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about_to_dye_tween.tween_property(%Sprite, "modulate:r", target_modulate_color.r, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.r)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:g", target_modulate_color.g, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.g)
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about_to_dye_tween.parallel().tween_property(%Sprite, "modulate:b", target_modulate_color.b, ABOUT_TO_DYE_PERIOD).from(ABOUT_TO_DYE_COLOR.b)
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about_to_dye_tween.set_loops()
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