Minor fixes
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@@ -680,12 +680,7 @@ func _register_buffs() -> void:
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var starts_unlocked: bool = buff.unlocked or persisted_level > 0
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var starts_unlocked: bool = buff.unlocked or persisted_level > 0
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game_state.set_buff_unlocked(buff_id, starts_unlocked)
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game_state.set_buff_unlocked(buff_id, starts_unlocked)
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_try_unlock_buff_from_goal(buff)
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game_state.try_unlock_buff_from_goal(buff)
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func _try_unlock_buff_from_goal(buff: GeneratorBuffData) -> void:
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if game_state == null:
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return
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game_state._try_unlock_buff_from_goal(buff)
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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func _on_currency_changed(_changed_currency_id: StringName, _new_amount: BigNumber) -> void:
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if game_state == null:
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if game_state == null:
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@@ -41,8 +41,6 @@ func _ready() -> void:
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if _generator.game_state:
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if _generator.game_state:
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_generator.game_state.currency_changed.connect(_on_currency_changed)
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_generator.game_state.currency_changed.connect(_on_currency_changed)
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_generator.game_state.generator_state_changed.connect(_on_generator_state_changed)
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_generator.game_state.generator_state_changed.connect(_on_generator_state_changed)
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_generator.game_state.generator_buff_level_changed.connect(_on_generator_buff_level_changed)
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_generator.game_state.generator_buff_unlocked_changed.connect(_on_generator_buff_unlocked_changed)
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_name_label.text = _generator.data.name if _generator.data != null else "Generator"
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_name_label.text = _generator.data.name if _generator.data != null else "Generator"
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_build_buff_rows()
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_build_buff_rows()
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@@ -71,18 +69,6 @@ func _on_generator_state_changed(generator_id: StringName, _state: Dictionary) -
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visible = true
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visible = true
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_refresh_generator_ui()
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_refresh_generator_ui()
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func _on_generator_buff_level_changed(generator_id: StringName, _buff_id: StringName, _new_level: int) -> void:
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if generator_id != _generator_id:
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return
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_refresh_generator_ui()
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func _on_generator_buff_unlocked_changed(generator_id: StringName, _buff_id: StringName, _unlocked: bool) -> void:
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if generator_id != _generator_id:
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return
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_refresh_generator_ui()
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func _on_buy_buff_pressed(buff_id: StringName) -> void:
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func _on_buy_buff_pressed(buff_id: StringName) -> void:
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_generator.buy_buff(buff_id)
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_generator.buy_buff(buff_id)
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_refresh_generator_ui()
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_refresh_generator_ui()
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