ajout d'une alerte de réussite/échec
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@@ -20,6 +20,7 @@ func _ready():
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%SimplePlantPointScore.visible = "tutorial" in GameInfo.game_data.current_region_data.flags
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charge_update(GameInfo.game_data.current_region_data)
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state_update(GameInfo.game_data.current_region_data)
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player_update(GameInfo.game_data.player_data, false)
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%EnergyInfo.reset_size()
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%GiveUpButton.pressed.connect(_on_give_up_pressed)
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@@ -59,6 +60,7 @@ func _on_region_updated(region_data : RegionData):
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score_by_plant.erase(key)
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charge_update(region_data)
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state_update(region_data)
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func _on_give_up_pressed():
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GameInfo.game_data.give_up()
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@@ -66,12 +68,6 @@ func _on_give_up_pressed():
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func charge_update(region_data : RegionData):
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%RechargesLeftLabel.text = tr("%d_CHARGE_LEFT") % (region_data.charges)
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if region_data.charges == 0 and region_data.state != RegionData.State.SUCCEEDED:
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if not %GiveUpButton.visible:
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%NoRechargeAnimationPlayer.play("NoRechargeAppear")
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else :
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if %GiveUpButton.visible:
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%NoRechargeAnimationPlayer.play_backward("NoRechargeAppear")
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func score_update(with_animation = true):
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var objective_progression : float
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@@ -98,6 +94,23 @@ func score_update(with_animation = true):
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else :
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%SimplePlantPointScoreLabel.text = tr("%d_PLANT_POINT") % score_mirror
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func state_update(region_data : RegionData):
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if region_data.state == RegionData.State.SUCCEEDED:
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print("C'est gagné !!")
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%Alert.text = "SHIP_IS_READY_TO_TAKE_OFF"
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if "tutorial" in region_data.flags:
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%Alert.text = "TUTORIAL_FINISHED"
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%Alert.modulate = Color("25C147")
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%Alert.appear()
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elif region_data.state == RegionData.State.FAILED:
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%Alert.text = "NO_RECHARGE_LEFT"
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%Alert.modulate = Color("FF006E")
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%Alert.appear()
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else:
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%Alert.disappear()
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print(region_data.state == RegionData.State.FAILED)
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%GiveUpButton.visible = region_data.state == RegionData.State.FAILED
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func plant_changing_score(plant_data: PlantData, amount : int):
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if GameInfo.game_data.current_region_data.in_passing_day_animation:
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await GameInfo.game_data.current_region_data.pass_day_ended
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