Add current goal panel, cleanup prestige panel
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@@ -15,26 +15,20 @@ var _is_waiting_for_confirm: bool = false
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func _ready() -> void:
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var manager: Node = _get_prestige_manager()
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if manager != null and manager.has_signal("prestige_state_changed"):
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manager.prestige_state_changed.connect(_on_prestige_state_changed)
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if manager != null and manager.has_signal("prestige_performed"):
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manager.prestige_performed.connect(_on_prestige_performed)
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if game_state and not game_state.currency_changed.is_connected(_on_currency_changed):
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game_state.currency_changed.connect(_on_currency_changed)
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manager.prestige_state_changed.connect(_on_prestige_state_changed)
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manager.prestige_performed.connect(_on_prestige_performed)
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game_state.currency_changed.connect(_on_currency_changed)
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_refresh_ui()
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func _on_reset_button_pressed() -> void:
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var manager: Node = _get_prestige_manager()
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if manager == null or not manager.has_method("can_prestige"):
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var manager: PrestigeManager = _get_prestige_manager()
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if not bool(manager.can_prestige()):
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return
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if not bool(manager.call("can_prestige")):
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return
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var pending: BigNumber = manager.call("calculate_pending_gain")
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var basis_label: String = String(manager.call("get_basis_label"))
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var basis_value: BigNumber = manager.call("get_basis_value_for_display")
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var pending: BigNumber = manager.calculate_pending_gain()
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var basis_label: String = String(manager.get_basis_label())
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var basis_value: BigNumber = manager.get_basis_value_for_display()
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var confirm_message: String = "Reset this run for +%s prestige?\n\nThis resets currencies, owned generators, and buff levels. Lifetime totals and prestige are kept." % pending.to_string_suffix(2)
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confirm_message = "%s\n\nBased on %s: %s" % [confirm_message, basis_label, basis_value.to_string_suffix(2)]
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@@ -70,23 +64,23 @@ func _on_confirm_dialog_canceled() -> void:
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_is_waiting_for_confirm = false
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func _refresh_ui() -> void:
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var manager: Node = _get_prestige_manager()
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var manager: PrestigeManager = _get_prestige_manager()
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if manager == null:
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visible = false
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return
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visible = true
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var total: BigNumber = manager.call("get_total_prestige")
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var pending: BigNumber = manager.call("calculate_pending_gain")
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var multiplier: float = float(manager.call("get_total_multiplier"))
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var basis_text: String = String(manager.call("get_basis_label"))
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var basis_value: BigNumber = manager.call("get_basis_value_for_display")
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var total: BigNumber = manager.get_total_prestige()
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var pending: BigNumber = manager.calculate_pending_gain()
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var multiplier: float = float(manager.get_total_multiplier())
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var basis_text: String = String(manager.get_basis_label())
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var basis_value: BigNumber = manager.get_basis_value_for_display()
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_total_value.text = total.to_string_suffix(2)
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_pending_value.text = pending.to_string_suffix(2)
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_multiplier_value.text = "x%.2f" % multiplier
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_basis_label.text = "%s (%s)" % [basis_text, basis_value.to_string_suffix(2)]
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_reset_button.disabled = not bool(manager.call("can_prestige"))
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_reset_button.disabled = not bool(manager.can_prestige())
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func _get_prestige_manager() -> PrestigeManager:
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return game_state.prestige_manager
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