54 lines
1.5 KiB
GDScript

extends Reference
const NAME = "working"
var ctx = null
var crafting_item = null
func _init(item_to_craft : Resource):
crafting_item = item_to_craft
assert(crafting_item != null)
func enter_from(state):
ctx.coin_machine.enabled = false
ctx.item_dump.enabled = false
ctx.item_holder.add_enabled = false
for item_slot in ctx.item_slots:
item_slot.add_enabled = false
item_slot.remove_enabled = false
ctx.gen_timer.start()
ctx.status_light.activate()
ctx.progress_text.text = "Progress: 0%"
func exit_to(state):
pass
func update(delta):
var time_left : float = ctx.gen_timer.time_left
var time_passed : float = ctx.gen_time - time_left
var percent_complete : float = (time_passed / ctx.gen_time) * 100.0
ctx.progress_text.text = "Progress: %d%%" % percent_complete
func on_coin_machine_coin_requirement_met(player):
assert(false, "coin machine should be disabled while crafting")
func on_item_dump_item_dump_completed():
pass
func on_gen_timer_timeout():
for item_slot in ctx.item_slots:
if item_slot.has_item():
item_slot.destroy_item()
ctx.item_holder.spawn_item(crafting_item)
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new("Finished: %s" % crafting_item.name))
func on_slot_item_changed(item):
assert(item == null, "slot items can only be destroyed at this point")
func on_item_holder_item_changed(item):
assert(item.item_type == crafting_item, "only the crafted item can be added to the item holder")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())