fix post-proto
* ajout d'un fondu de musique au changement de phase * résolution de bugs en tout genre
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@@ -54,9 +54,12 @@ func pointer_text() -> String:
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return plant_type.name
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func inspect(is_inspected : bool = true):
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modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
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plant_sprite.modulate = MODULATE_INSPECTED_COLOR if is_inspected else default_modulate
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influence_zone.show_influence = is_inspected
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func affect_preview(is_affected : bool = true):
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plant_sprite.modulate = MODULATE_AFFECTED_COLOR if is_affected else default_modulate
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func generate_sprite() -> PlantSprite:
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var sprite_object : PlantSprite = SPRITE_SCENE.instantiate()
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@@ -19,7 +19,7 @@ func _ready():
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sprite.radius = 100
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sprite.fill = false
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sprite.width = 1
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sprite.opacity = 0.2
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sprite.opacity = 0.5
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sprite.visible = show_influence
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add_child(sprite)
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@@ -59,7 +59,7 @@ static func get_rarity_text(rarity) -> String:
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if rarity < len(rarity_text):
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return rarity_text[rarity]
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else :
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return rarity_text[len(rarity_text) - 1] + " " + str(rarity - len(rarity_text) + 2)
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return rarity_text[len(rarity_text) - 1]
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static func get_rarity_color(rarity : int) -> Color:
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var rarity_colors : Array[Color] = [
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@@ -19,7 +19,6 @@ func mutate_score(plant_state : Plant.State, plant : Plant, score) -> int:
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if plant_state != Plant.State.MATURE:
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return score
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var plant_count = 0
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for area in plant.influence_zone.get_overlapping_areas():
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if area is Plant and area != plant and area.plant_type.name == plant.plant_type.name:
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plant_count += 1
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@@ -11,7 +11,7 @@ func get_mutation_name() -> String:
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return tr("STRONG")
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func get_mutation_description() -> String:
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return tr("STRONG_EFFECT_TEXT_LEVEL_%d") % roundi(get_score_multiplier() * 100)
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return tr("STRONG_EFFECT_TEXT_LEVEL_%d") % [roundi(get_score_multiplier() * 100)]
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func get_score_multiplier():
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return float(level)/2.
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