Amélioration QOL et fix divers pour l'alpha-1.1
* Ajout des icônes dans les descriptions des mutations * QOL sur la fonctionnalité de drop d'item * Ajout des contrôles dans le tutoriel * Réécriture des dialogues d'intro et d'échec * Changements mineurs sur des dialogues et traduction * Les graines apparaissent avec déjà une mutation * Limitation du Talion autour de la station de recharge * Fix de l'ascenseur dans la base Astra * Ajout d'un effet visuel quand il n'y a plus d'énergie * Le nombre de graine apparrait désormais dans l'inspécteur de plantes * Ajout d'un petit icône de progrès de durée de vie de la plante au survol * Ajout d'une description de la signification des icônes dans le menu pause * La mutation éphémère réduit désormais la durée de vie de 1
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@@ -10,6 +10,21 @@ var indicators : Array[InGameIndicator]
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@export var region : Region
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@onready var steps : Array[Step] = [
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Step.new(
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"MOVE_WITH_RIGHT_CLICK_OR_WASD",
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(func ():
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return player.global_position.distance_to(region.data.player_spawn) > 30)
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),
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Step.new(
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"SELECT_ITEM_WITH_SCROLL_CLICK_OR_NUMBER",
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(func ():
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return player.data.inventory.current_item_ind != player.data.inventory.n_tools)
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),
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Step.new(
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"LEFT_CLICK_TO_USE_ITEMS",
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(func ():
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return player.data.inventory.get_item() and Input.is_action_just_pressed("action"))
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),
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Step.new(
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"USE_YOUR_DETECTOR_TO_FIND_THE_BATTERY",
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(func ():
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@@ -24,12 +39,19 @@ var indicators : Array[InGameIndicator]
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return false)
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),
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Step.new(
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"TAKE_A_SEED",
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"TAKE_A_SEED_BY_CLICKING_ON_IT",
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(func ():
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return player.data.inventory.items.find_custom(
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func(i:Item): return i is Seed
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) != -1)
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),
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Step.new(
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"DROP_SEED_WITH_KEY",
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(func ():
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return (
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Input.is_action_pressed("drop"))
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)
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),
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Step.new(
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"PLANT_SEED_IN_FERTILE_ZONE",
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(func ():
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@@ -49,26 +71,10 @@ var indicators : Array[InGameIndicator]
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return region.data.get_score() != 0)
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),
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Step.new(
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"DISCOVER_A_SEED_WITH_A_MUTATION",
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"HARVEST_A_MATURE_PLANT",
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(func ():
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for e in region.entity_container.get_children():
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if e is ItemObject and e.item is Seed and len(e.item.plant_mutations):
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return true
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return false)
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),
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Step.new(
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"PLANT_A_SEED_WITH_A_MUTATION",
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(func ():
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for e in region.entity_container.get_children():
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if e is Plant and len(e.data.mutations):
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return true
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return false)
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),
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Step.new(
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"HARVEST_A_MATURE_PLANT_WITH_A_MUTATION",
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(func ():
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for e in region.entity_container.get_children():
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if e is Plant and e.harvested and len(e.data.mutations):
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if e is Plant and e.harvested:
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return true
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return false)
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),
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@@ -98,10 +104,15 @@ func _process(_d):
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for i in len(steps):
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var step := steps[i]
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var step_gui := %Steps.get_children()[i] as TutorialStepGui
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step.update_succeeded()
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step_gui.suceeded = step.succeeded
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if not step.succeeded:
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success = false
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step_gui.visible = i == 0 or steps[i-1].succeeded
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if step_gui.visible:
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var old_succeeded = step.succeeded
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step.update_succeeded()
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if old_succeeded != step.succeeded: # Put a delay so two state don't collide
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return
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step_gui.suceeded = step.succeeded
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if not step.succeeded:
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success = false
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if success:
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finish_tutorial()
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