Plant blinking when about to dye
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@@ -47,12 +47,14 @@ func _ready():
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await get_tree().create_timer(0.05).timeout
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update_nearby_plant()
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update_decontamination_area_factor()
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if data.day == data.get_lifetime() - 1:
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plant_sprite.apply_about_to_dye_effect()
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func pointer_text() -> String:
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return data.plant_name
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func inspect(is_inspected: bool = true):
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plant_sprite.sprite_modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
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plant_sprite.set_modulate_color(MODULATE_INSPECTED_COLOR if is_inspected else default_modulate, false)
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plant_sprite.display_lifetime_sprite = is_inspected
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influence_zone.show_influence = is_inspected
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@@ -105,6 +107,9 @@ func _pass_day():
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for m in data.mutations:
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m._start_day_effect(self)
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if data.day == data.get_lifetime() - 1:
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plant_sprite.apply_about_to_dye_effect()
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func _end_pass_day():
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match data.get_state():
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PlantData.State.MATURE:
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@@ -117,9 +122,7 @@ func _end_pass_day():
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plant_sprite.update_plant_sprite(data, last_state != data.get_state())
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func calculate_plant_score(
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with_state : PlantData.State = data.get_state()
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) -> int:
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func calculate_plant_score(with_state: PlantData.State = data.get_state()) -> int:
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return data.get_score(with_state)
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func harvest():
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@@ -6,6 +6,9 @@ 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 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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@@ -14,6 +17,9 @@ 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 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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@@ -65,7 +71,7 @@ func set_sprite_modulate(c := sprite_modulate):
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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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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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@@ -74,3 +80,26 @@ 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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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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@@ -32,8 +32,8 @@ func set_pause(p):
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GameInfo.save_settings()
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func _input(_event):
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if (SceneManager.actual_scene
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and SceneManager.actual_scene.get_scene_id() != "TITLE"
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if ((not SceneManager.actual_scene
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or SceneManager.actual_scene.get_scene_id() != "TITLE")
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and Input.is_action_just_pressed("pause")
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and not %Settings.is_visible_in_tree()
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and not %Controls.is_visible_in_tree()
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