gros dev pre proto

* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police
* Ajout d'un semblant d'exploration
* Ajout de la sauvegarde des entités
* Restructuration mineure de l'arborescence
* Fix divers et réécriture des textes
This commit is contained in:
2025-10-31 13:52:45 +01:00
parent ceae7af589
commit ed7a8bcb6e
167 changed files with 2665 additions and 1201 deletions

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@@ -4,30 +4,24 @@ class_name Machine
const MAX_MACHINE_LEVEL = 3
var level : int = 1
var machine_name : String = ""
var machine_desc : String = ""
func setup_machine_info(machine_type : MachineType, _level : int = 1):
level = _level
machine_name = machine_type.name
machine_desc = machine_type.description
setup_machine_sprite()
func setup_machine_sprite():
pass
var type : MachineType
func pointer_text() -> String:
return machine_name
func inspector_info() -> Inspector.Info:
return Inspector.Info.new(
pointer_text(),
machine_desc
)
return type.name
static func get_level_color(l : int) -> Color:
match l:
1: return Color("4ed38a")
2: return Color("4ec6ee")
3: return Color("bd70e2")
_: return Color("bd70e2")
_: return Color("bd70e2")
static func instantiate_machine(machine_type : MachineType, machine_level = 1) -> Machine:
var new_machine : Machine = machine_type.scene.instantiate() as Machine
new_machine.level = machine_level
new_machine.type = machine_type
return new_machine
func save() -> EntityData:
return MachineData.new(self)

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@@ -0,0 +1,13 @@
extends EntityData
class_name MachineData
@export var level : int
@export var type : MachineType
func _init(m : Machine):
position = m.global_position
level = m.level
type = m.type
func load() -> Entity:
return Machine.instantiate_machine(type, level)

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@@ -0,0 +1 @@
uid://b24o2jgqvfact

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@@ -1 +0,0 @@
uid://bhncww816fjsb

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@@ -0,0 +1 @@
uid://bepx311a3f0o