Use a single currency changed signal
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@@ -21,16 +21,17 @@ func set_limits(start: BigNumber, end: BigNumber) -> void:
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_progress_bar.max_value = _end.get_ratio(_start)
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func _ready() -> void:
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GameState.currency_changed.connect(_on_currency_changed)
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match currency:
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GameState.CurrencyType.gold:
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GameState.gold_changed.connect(_on_currency_changed)
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_current = GameState.gold
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GameState.CurrencyType.gems:
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GameState.gems_changed.connect(_on_currency_changed)
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_current = GameState.gems
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set_limits(_current, _current.add(BigNumber.new(1, 1)))
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func _on_currency_changed(currency: BigNumber) -> void:
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_current = currency
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_progress_bar.value = currency.get_ratio(_end)
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func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
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if changed_currency != currency:
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return
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_current = amount
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_progress_bar.value = amount.get_ratio(_end)
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@@ -10,14 +10,17 @@ extends HBoxContainer
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func _ready() -> void:
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_label.text = data.name
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GameState.currency_changed.connect(_on_currency_changed)
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match currency:
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GameState.CurrencyType.gold:
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GameState.gold_changed.connect(_on_currency_changed)
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_on_currency_changed(currency, GameState.gold)
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GameState.CurrencyType.gems:
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GameState.gems_changed.connect(_on_currency_changed)
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_on_currency_changed(currency, GameState.gems)
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func _on_currency_changed(currency: BigNumber) -> void:
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_currency_label.text = currency.to_string_suffix(2)
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func _on_currency_changed(changed_currency: GameState.CurrencyType, amount: BigNumber) -> void:
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if changed_currency != currency:
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return
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_currency_label.text = amount.to_string_suffix(2)
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func _on_debug_income_button_pressed() -> void:
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GameState.add_gold(BigNumber.from_float(100))
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@@ -4,8 +4,7 @@ extends Node
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# ==========================================
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# SIGNALS
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# ==========================================
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signal gold_changed(new_amount: BigNumber)
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signal gems_changed(new_amount: BigNumber)
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signal currency_changed(currency_type: CurrencyType, new_amount: BigNumber)
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signal generator_state_changed(generator_id: StringName, state: Dictionary)
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enum CurrencyType { gold, gems }
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@@ -34,25 +33,25 @@ func _ready() -> void:
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# ==========================================
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func add_gold(amount: BigNumber) -> void:
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gold.add_in_place(amount)
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gold_changed.emit(gold)
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currency_changed.emit(CurrencyType.gold, gold)
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func spend_gold(cost: BigNumber) -> bool:
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if gold.is_greater_than(cost) or gold.is_equal_to(cost):
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var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent)
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gold.add_in_place(negative_cost)
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gold_changed.emit(gold)
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currency_changed.emit(CurrencyType.gold, gold)
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return true
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return false
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func add_gems(amount: BigNumber) -> void:
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gems.add_in_place(amount)
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gems_changed.emit(gems)
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currency_changed.emit(CurrencyType.gems, gems)
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func spend_gems(cost: BigNumber) -> bool:
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if gems.is_greater_than(cost) or gems.is_equal_to(cost):
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var negative_cost = BigNumber.new(-cost.mantissa, cost.exponent)
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gems.add_in_place(negative_cost)
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gems_changed.emit(gems)
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currency_changed.emit(CurrencyType.gems, gems)
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return true
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return false
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@@ -13,12 +13,7 @@ func _ready() -> void:
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_generator.purchase_completed.connect(_on_generator_updated)
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_generator.production_tick.connect(_on_generator_updated)
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_generator.purchase_failed.connect(_on_generator_updated)
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match _generator.currency:
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GameState.CurrencyType.gold:
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GameState.gold_changed.connect(_on_currency_changed)
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GameState.CurrencyType.gems:
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GameState.gems_changed.connect(_on_currency_changed)
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GameState.currency_changed.connect(_on_currency_changed)
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GameState.generator_state_changed.connect(_on_generator_state_changed)
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@@ -37,7 +32,9 @@ func _on_debug_income_pressed() -> void:
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_generator.grant_currency(BigNumber.from_float(100.0))
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_refresh_generator_ui()
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func _on_currency_changed(_new_value: BigNumber) -> void:
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func _on_currency_changed(changed_currency: GameState.CurrencyType, _new_value: BigNumber) -> void:
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if changed_currency != _generator.currency:
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return
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_refresh_generator_ui()
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func _on_generator_updated(_a = null, _b = null, _c = null, _d = null) -> void:
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