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

@@ -1,14 +1,37 @@
extends Node2D
@onready var _research_panel: ResearchPanel = $ResearchPanel
const RESEARCH_GOAL_ID: StringName = &"gold_350k_wood_20k"
@onready var _research_panel: ResearchPanel = $ResearchPanel
@onready var _sprite: Sprite2D = $Sprite2D
@onready var _area: Area2D = $Area2D
@onready var game_state: LevelGameState = find_parent("LevelGameState")
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_research_panel.visible = false
_sprite.visible = false
_area.monitoring = false
if game_state:
game_state.goal_completed.connect(_on_goal_completed)
if game_state.is_goal_completed(RESEARCH_GOAL_ID):
_unlock()
func _on_area_2d_mouse_entered() -> void:
_research_panel.visible = true
if game_state and game_state.is_goal_completed(RESEARCH_GOAL_ID):
_research_panel.visible = true
func _on_area_2d_mouse_exited() -> void:
_research_panel.visible = false
func _on_goal_completed(goal_id: StringName) -> void:
if goal_id == RESEARCH_GOAL_ID:
_unlock()
func _unlock() -> void:
_sprite.visible = true
_area.monitoring = true