2022-08-21 12:07:27 -07:00

52 lines
1.3 KiB
GDScript

extends Reference
const NAME = "working"
var ctx = null
func _init():
pass
func enter_from(state):
assert(ctx.item_to_craft != null)
ctx.coin_machine.enabled = false
ctx.item_dump.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%"
ctx.circle_timer.set_timer(ctx.gen_timer)
func exit_to(state):
ctx.gen_timer.stop()
ctx.circle_timer.clear_timer()
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():
var crafted_item : Resource = ctx.item_to_craft
for item_slot in ctx.item_slots:
if item_slot.has_item():
item_slot.destroy_item()
ctx.item_slots[0].spawn_item(crafted_item)
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
func on_slot_item_changed(item):
pass
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())