42 lines
1.2 KiB
GDScript
42 lines
1.2 KiB
GDScript
extends Damageable
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const StateIdle = preload("res://scripts/rover_station/state/idle.gd")
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const StateBroken = preload("res://scripts/rover_station/state/broken.gd")
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const StatePlaying = preload("res://scripts/rover_station/state/playing.gd")
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var state = null
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var treasure := [] # array of ItemTypes
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func _ready():
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state = StateBroken.new() if start_broken else StateIdle.new()
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state.ctx = self
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state.enter_from(null)
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print("rover_station: NULL -> ", state.NAME)
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func change_state(new_state):
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print("rover_station: ", state.NAME, " -> ", new_state.NAME)
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new_state.ctx = self
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state.exit_to(new_state)
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new_state.enter_from(state)
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state = new_state
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func _on_coin_machine_coin_requirement_met(player):
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state.on_coin_machine_coin_requirement_met(player)
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func _on_item_dump_completed():
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state.on_item_dump_completed()
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func on_player_sleep():
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state.on_player_sleep()
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func add_treasure(item_type: Resource):
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if $item_holder.item_in_hold == null:
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$item_holder.add_item(item_type.spawn_node())
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else:
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treasure.push_back(item_type)
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func _on_item_holder_item_changed(item):
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if item == null and not treasure.empty():
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$item_holder.add_item(treasure.pop_front().spawn_node())
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