extends Control class_name GameGui signal pause_asked func _ready(): Pointer.connect("inspected_entity_changed", _on_inspected_entity_changed) 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) func _on_planet_updated(planet:Planet): %DayCount.text = "Day " + str(planet.day) + "/" + str(planet.day_limit) var quota_progression_percent : float = (planet.decontamination_surface - planet.surface_on_last_quota) / (planet.next_quota - planet.surface_on_last_quota) * 100 %QuotaProgressText.text = str(roundi(quota_progression_percent)) + " %" get_tree().create_tween().tween_property( %QuotaProgressBar, "value", quota_progression_percent, 0.5, ) 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 _on_inspected_entity_changed(e : InspectableEntity): var info : Inspector.Info = null if e: info = e.inspector_info() %Inspector.info = info 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