47 lines
949 B
GDScript

extends Reference
const NAME = "idle"
var ctx = null
func _init():
pass
func enter_from(state):
for item_slot in ctx.item_slots:
item_slot.add_enabled = true
item_slot.remove_enabled = true
ctx.item_dump.enabled = false
ctx.coin_machine.enabled = false
ctx.progress_text.text = "Idle"
ctx.status_light.idle()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(false, "shouldn't trigger while idle")
func on_gen_timer_timeout():
assert(false, "gen timer shouldn't trigger while idle")
func on_slot_item_changed(item):
if ctx.items_in_slots.size() < 2:
return
if ctx.item_to_craft != null:
ctx.change_state(ctx.States[ctx.EState.READY].new())
else:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
func on_item_dump_item_dump_completed():
pass
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())