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
This commit is contained in:
2026-07-26 14:23:20 +02:00
parent ffe6f50ba6
commit dcce13a9e6
28 changed files with 193 additions and 193 deletions
+11 -7
View File
@@ -47,22 +47,27 @@ func _ready():
await get_tree().create_timer(0.05).timeout
update_nearby_plant()
update_decontamination_area_factor()
if data.day == data.get_lifetime() - 1:
plant_sprite.apply_about_to_dye_effect()
plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
func pointer_text() -> String:
return data.plant_name
func inspect(is_inspected: bool = true):
plant_sprite.set_modulate_color(MODULATE_INSPECTED_COLOR if is_inspected else default_modulate, false)
plant_sprite.display_lifetime_sprite = is_inspected
plant_sprite.is_inspected = is_inspected
influence_zone.show_influence = is_inspected
for area in influence_zone.get_overlapping_areas():
if area is Plant and area != self:
area.show_influence(is_inspected)
func show_influence(influenced := true):
plant_sprite.is_plant_influenced = influenced
func generate_sprite() -> PlantSprite:
var sprite_object: PlantSprite = SPRITE_SCENE.instantiate()
add_child(sprite_object)
# sprite_object.generate_mutation_effects(self)
return sprite_object
@@ -107,8 +112,7 @@ func _pass_day():
for m in data.mutations:
m._start_day_effect(self)
if data.day == data.get_lifetime() - 1:
plant_sprite.apply_about_to_dye_effect()
plant_sprite.is_about_to_die = data.day == data.get_lifetime() - 1
func _end_pass_day():
match data.get_state():