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
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@@ -1,7 +1,7 @@
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extends Machine
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class_name SolarPanel
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var charged : bool = false : set = set_charged
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var charged : bool = false
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var recharge_days : int = 0
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func get_days_to_recharge(l : int = level) -> int:
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@@ -25,13 +25,18 @@ func _pass_day():
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if recharge_days >= get_days_to_recharge():
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set_charged(true)
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func set_charged(_charged = true):
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func set_charged(_charged = true, with_anim : bool = true):
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charged = _charged
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recharge_days = 0
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if charged:
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%AnimationPlayer.play("charged")
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else :
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%AnimationPlayer.play_backwards("charged")
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if with_anim:
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if charged:
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%AnimationPlayer.play("charged")
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else :
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%AnimationPlayer.play_backwards("charged")
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await %AnimationPlayer.animation_finished
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%Flair.modulate = Color.WHITE if charged else Color.TRANSPARENT
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%Pannels.modulate = Color.WHITE if charged else Color("6c6c6c")
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func setup_machine_sprite():
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# %Base.self_modulate = Machine.get_level_color(level)
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@@ -47,3 +52,6 @@ func interact(p : Player) -> bool:
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p.recharge(get_energy_production())
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set_charged(false)
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return true
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func save() -> EntityData:
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return SolarPanelData.new(self)
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@@ -0,0 +1,19 @@
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extends MachineData
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class_name SolarPanelData
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@export var charged : bool = false
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@export var recharge_days : int = 0
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func _init(m : SolarPanel):
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position = m.global_position
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level = m.level
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type = m.type
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charged = m.charged
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recharge_days = m.recharge_days
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func load() -> Entity:
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var sp = Machine.instantiate_machine(type, level) as SolarPanel
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sp.set_charged(charged, false)
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sp.recharge_days = recharge_days
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return sp
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@@ -0,0 +1 @@
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uid://dv1tok0civrpp
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