Replace CurrencyType with Currency resource
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@@ -1,26 +1,33 @@
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class_name CurrencyTile
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extends HBoxContainer
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@export var currency: GameState.CurrencyType
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@export var data: CurrencyGeneratorData
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@export var currency: Resource = GameState.GOLD_CURRENCY
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@onready var _icon: TextureRect = $CurrencyIcon
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@onready var _label: Label = $Label
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@onready var _currency_label: Label = $CurrencyValueLabel
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@onready var _debug_button: Button = $DebugIncomeButton
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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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_on_currency_changed(currency, GameState.gold)
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GameState.CurrencyType.gems:
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_on_currency_changed(currency, GameState.gems)
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var _currency_id: StringName = &""
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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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func _ready() -> void:
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if currency == null:
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currency = GameState.GOLD_CURRENCY
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_currency_id = GameState.get_currency_id(currency)
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_label.text = "%s:" % GameState.get_currency_name(_currency_id)
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_icon.texture = GameState.get_currency_icon(_currency_id)
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_debug_button.text = "+100 %s" % GameState.get_currency_name(_currency_id)
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GameState.currency_changed.connect(_on_currency_changed)
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_on_currency_changed(_currency_id, GameState.get_currency_amount_by_id(_currency_id))
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func _on_currency_changed(changed_currency_id: StringName, amount: BigNumber) -> void:
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if changed_currency_id != _currency_id:
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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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if currency == null:
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return
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GameState.add_currency(currency, BigNumber.from_float(100))
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