extends Control class_name GameGui signal pause_asked func _on_player_updated(player:Player): %EnergyCount.text = str(player.energy) + "/" + str(player.max_energy) %EnergyInfo.modulate = Color.WHITE if player.energy > 0 else Color.RED update_no_energy_left_info(player.energy) %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(): await $AnimationPlayer.animation_finished $AnimationPlayer.play("recharge_fade_out") await $AnimationPlayer.animation_finished 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() func _on_player_upgraded(): $EffectAnimation.play("upgrade") func _on_planet_pass_day_started(planet): $PassDayAnimation.speed_scale = 1/(planet.PASS_DAY_ANIMATION_TIME) $PassDayAnimation.play("pass_day") await $PassDayAnimation.animation_finished $PassDayAnimation.speed_scale = 1 func update_no_energy_left_info(energy): if energy == 0 and not %NoEnergyLeft.visible: %NoEnergyLeft.visible = true $NoEnergyLeftAnimation.play("no_energy_left_appear") elif energy != 0 and %NoEnergyLeft.visible: %NoEnergyLeft.visible = false