Files
seeding-planets/common/game_data/scripts/game_data.gd
Zacharie Guet 73c1c67f1e Dev beta 1.2
* Ajout d'un tutoriel pour recommencer
* Fix du Surchargeur de Talion qui ne fonctionnait pas
* Suppression de flou sur beaucoup d'éléments visuels pour des raisons de performances
* Augmentation du rayon de spawn du Talion
* Fix léger de la météo (suppression du brouillard lors de la pluie)
2026-05-03 22:45:37 +02:00

71 lines
1.9 KiB
GDScript

extends Resource
class_name GameData
enum GameMode {STORY}
signal current_run_updated(r : RunData)
signal current_region_data_updated(p : RegionData)
@export var player_data : PlayerData = PlayerData.new()
@export var progression_data : ProgressionData = ProgressionData.new()
@export var current_run : RunData = start_run() :
set(v):
current_run = v
current_run_updated.emit(v)
@export var current_region_data : RegionData = null :
set(v):
current_region_data = v
current_region_data_updated.emit(v)
@export var last_game_scene : Scene = null
@export var ship_in_space = false
@export var incubator_used = []
@export var dead_orchid_position : Vector3
@export var dead_orchid_rotation : Vector3
@export var item_announced = []
@export var game_mode : GameMode = GameMode.STORY
@export var dialogs_done : Array[String] = [] #Chemin des dialogues terminés
@export var tutorials_done : Array[String] = []
func start_run() -> RunData:
player_data.clear_inventory()
player_data.update_with_artefacts([])
current_run = RunData.new()
current_run.story_step = progression_data.story_step.duplicate_deep()
current_run.generate_next_run_points()
current_run.current_run_point_changed.connect(
func(rp : RunPoint):
start_region(rp.region_parameter)
)
ship_in_space = false
return current_run
func reset_player():
player_data = PlayerData.new()
func reset_all():
start_run()
reset_player()
func start_region(region_param : RegionParameter):
current_region_data = RegionData.new(region_param)
func give_up():
current_region_data = null
current_run = null
start_run()
SceneManager.change_to_scene(progression_data.story_step.get_respawn_scene())
func finish_story_step():
progression_data.next_story_step()
current_region_data = null
start_run()