Dev 0.2.0
* Ajout de la déblocage des mutation du mode infini dans le mode histoire * Ajout de plus de caverne * Rework de l'emplacement des distributeurs/cavernes * Rework de l'influence, plus de clarté sur les plantes influencées * 4 d'inventaire dans le mode infini * Fix du tuto de mouvement en 3D * Déblocage de toutes le mutations à la fin du jeu * Fix de bug de chargelent de scène multiple
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@@ -47,22 +47,27 @@ 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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plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
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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.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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plant_sprite.is_inspected = is_inspected
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influence_zone.show_influence = is_inspected
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for area in influence_zone.get_overlapping_areas():
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if area is Plant and area != self:
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area.show_influence(is_inspected)
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func show_influence(influenced := true):
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plant_sprite.is_plant_influenced = influenced
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func generate_sprite() -> PlantSprite:
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var sprite_object: PlantSprite = SPRITE_SCENE.instantiate()
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add_child(sprite_object)
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# sprite_object.generate_mutation_effects(self)
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return sprite_object
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@@ -107,8 +112,7 @@ 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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plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
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func _end_pass_day():
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match data.get_state():
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