Dev pour la béta 1
* ajout des artefacts avec la pile et l'emplacement de graine * affichage des artefacts dans le vaisseau sur une étagère * ajout des distributeurs d'artefacts dans les régions * affichage des attributs de bases de plantes dans le vaisseau * changement de l'affichage du choix des régions * changement des icônes du détecteur
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@@ -3,15 +3,22 @@ class_name GameData
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enum GameMode {STORY,INFINITE}
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signal current_run_updated(r : RunData)
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signal current_region_data_updated(p : RegionData)
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@export var current_run : RunData = null
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@export var current_region_data : RegionData = null
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@export var player_data : PlayerData = PlayerData.new()
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@export var max_mutations_by_plant : int = 2
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@export var current_run : RunData = start_run() :
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set(v):
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current_run = v
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current_run_updated.emit(v)
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@export var current_region_data : RegionData = null :
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set(v):
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current_region_data = v
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current_region_data_updated.emit(v)
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@export var progression_data : ProgressionData = ProgressionData.new()
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@export var last_game_scene : Scene = null
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@@ -25,13 +32,18 @@ signal current_region_data_updated(p : RegionData)
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@export var dialogs_done : Array[String] = [] #Chemin des dialogues démarrés
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func start_run():
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player_data.inventory.clear_items()
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func start_run() -> RunData:
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player_data.clear_inventory()
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current_run = RunData.new()
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current_run.artefacts_changed.connect(
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func(artefacts : Array[Artefact]):
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player_data._on_artefacts_updated(artefacts)
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)
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current_run.current_run_point_changed.connect(
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func(rp : RunPoint):
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start_region(rp.region_parameter)
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)
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return current_run
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func reset_player():
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player_data = PlayerData.new()
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@@ -42,7 +54,6 @@ func reset_all():
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func start_region(region_param : RegionParameter):
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current_region_data = RegionData.new(region_param)
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current_region_data_updated.emit(current_region_data)
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GameInfo.save_game_data()
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func give_up():
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