seeding-planets/gui/scripts/root_gui.gd

46 lines
1.7 KiB
GDScript

extends Control
class_name RootGui
signal game_click
signal day_pass_pressed
signal day_pass_proceed
signal day_pass_finished
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):
$MarginContainer/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")