Add final progression to tiny sword, fixes and tweeks required

This commit is contained in:
2026-05-15 00:47:38 +02:00
parent 66666defcb
commit 738381a16b
43 changed files with 1127 additions and 339 deletions

View File

@@ -101,6 +101,9 @@ func _ready() -> void:
_generator_id = _resolve_generator_id()
cycle_progress_seconds = 0.0
game_state.ready.connect(_on_game_state_ready)
func _on_game_state_ready() -> void:
if game_state:
game_state.currency_changed.connect(_on_currency_changed)
game_state.generator_state_changed.connect(_on_generated_state_changed)
@@ -108,7 +111,7 @@ func _ready() -> void:
# Research XP is awarded via game_state.add_research_xp() - buff calculation handled statically
_ensure_registered()
## Updates click cooldown/click grants and runs automatic production cycles.
func _process(delta: float) -> void:
_remaining_click_cooldown_seconds = maxf(_remaining_click_cooldown_seconds - maxf(delta, 0.0), 0.0)
@@ -716,12 +719,14 @@ func _default_owned_state() -> int:
## Area2D callback: pointer entered generator interaction region.
func _on_area_2d_mouse_entered() -> void:
_mouse_entered = true
info_generator_container.visible = true
if info_generator_container:
info_generator_container.visible = true
## Area2D callback: pointer exited generator interaction region.
func _on_area_2d_mouse_exited() -> void:
_mouse_entered = false
info_generator_container.visible = false
if info_generator_container:
info_generator_container.visible = false
func _on_generated_state_changed(generator_id: StringName, _state: Dictionary) -> void: