46 lines
1.0 KiB
GDScript

extends Reference
const NAME = "ready"
var ctx = null
func _init():
pass
func enter_from(state):
assert(ctx.item_to_craft != null)
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 = true
ctx.progress_text.text = "Ready!"
ctx.status_light.prime()
func exit_to(state):
pass
func update(delta):
pass
func on_coin_machine_coin_requirement_met(player):
assert(ctx.item_to_craft != null)
ctx.change_state(ctx.States[ctx.EState.WORKING].new() )
func on_gen_timer_timeout():
assert(false, "gen timer shouldn't trigger while ready")
func on_slot_item_changed(item):
if ctx.items_in_slots.size() < 2:
ctx.change_state(ctx.States[ctx.EState.IDLE].new())
elif ctx.item_to_craft == null:
ctx.change_state(ctx.States[ctx.EState.BLOCKED].new())
func on_item_dump_item_dump_completed():
assert(false, "shouldn't trigger while ready")
func on_damage_taken():
if ctx.current_hp <= 0:
ctx.change_state(ctx.States[ctx.EState.BROKEN].new())