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