ajout d'une animation de recharge et réparation du crash au chargement de chunk
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@@ -12,20 +12,16 @@ func _ready():
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planet_update(GameInfo.game_data.current_planet_data, false)
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player_update(GameInfo.game_data.player_data, false)
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inventory_update(GameInfo.game_data.player_data.inventory)
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%EnergyInfo.update_minimum_size()
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func _on_player_updated(player_data : PlayerData):
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player_update(player_data)
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func player_update(player_data : PlayerData, with_animation = true):
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var energy_count_text = "[b]%d[/b] / %d" % [player_data.energy, player_data.max_energy]
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if energy_count_text != %EnergyCount.text and with_animation:
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%EnergyAnimationPlayer.bounce()
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%EnergyCount.text = energy_count_text
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%EnergyInfo.modulate = Color.WHITE if player_data.energy > 0 else Color.RED
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%EnergyInfo.update(
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player_data.energy,
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player_data.max_energy,
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with_animation
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)
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func _on_inventory_updated(inventory : Inventory):
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inventory_update(inventory)
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@@ -97,11 +93,8 @@ func _on_player_action_tried_without_energy():
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func _on_player_upgraded():
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$EffectAnimation.play("upgrade")
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func _on_planet_pass_day_started(planet):
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$PassDayAnimation.speed_scale = 1/(planet.PASS_DAY_ANIMATION_TIME)
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$PassDayAnimation.play("pass_day")
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await $PassDayAnimation.animation_finished
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$PassDayAnimation.speed_scale = 1
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func _on_planet_pass_day_started(_planet):
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%PassDay.pass_day_animation()
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func _on_planet_pass_day_ended(planet:Planet):
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if planet.data.charges == 1:
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