extends Control class_name GameGui signal game_click signal day_pass_pressed signal day_pass_proceed signal day_pass_finished signal pause_asked func _on_player_updated(player:Player): %EnergyCount.text = str(player.energy) %EnergyInfo.modulate = Color.WHITE if player.energy > 0 else Color.RED %AvailableActions/GetItem.visible = player.closest_interactable is ItemObject and player.inventory.get_item() == null %AvailableActions/SwapItem.visible = player.closest_interactable is ItemObject and player.inventory.get_item() != null %AvailableActions/DropItem.visible = player.inventory.get_item() != null %AvailableActions/UseItem.visible = player.inventory.get_item() and player.can_use_item and not player.inventory.get_item() is Seed %AvailableActions/Plant.visible = player.inventory.get_item() and player.can_use_item and player.inventory.get_item() is Seed %ItemInfo.visible = player.inventory.get_item() != null if player.inventory.get_item(): var item : Item = player.inventory.get_item() %ItemIcon.texture = item.icon %ItemName.text = item.name %ItemDesc.text = item.description func _on_day_pass_pressed(): day_pass_pressed.emit() $AnimationPlayer.play("recharge_fade_in") await $AnimationPlayer.animation_finished day_pass_proceed.emit() $AnimationPlayer.play("recharge_fade_out") await $AnimationPlayer.animation_finished day_pass_finished.emit() func _on_game_action_button_down(): game_click.emit() func _on_planet_updated(planet:Planet): %DayCount.text = "Day " + str(planet.day) %DecontaminationCoverage.text = str(roundi(planet.decontamination_coverage * 100)) + "%" func _on_player_action_tried_without_energy(): $AnimationPlayer.play("no_energy_left") func _on_pause_pressed(): pause_asked.emit()