Decouple everything from globals
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@@ -1,6 +1,8 @@
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class_name PrestigePanel
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extends PanelContainer
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@export var game_state: LevelGameState
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@onready var _total_value: Label = $MarginContainer/VBoxContainer/StatsGrid/TotalValue
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@onready var _pending_value: Label = $MarginContainer/VBoxContainer/StatsGrid/PendingValue
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@onready var _multiplier_value: Label = $MarginContainer/VBoxContainer/StatsGrid/MultiplierValue
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@@ -18,8 +20,8 @@ func _ready() -> void:
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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 not GameState.currency_changed.is_connected(_on_currency_changed):
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GameState.currency_changed.connect(_on_currency_changed)
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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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_refresh_ui()
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@@ -33,7 +35,7 @@ func _on_reset_button_pressed() -> void:
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var pending: BigNumber = manager.call("calculate_pending_gain")
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var source_currency_id: StringName = manager.call("get_source_currency_id")
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var source_currency_name: String = GameState.get_currency_name(source_currency_id)
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var source_currency_name: String = game_state.get_currency_name(source_currency_id) if game_state else ""
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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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if not source_currency_name.is_empty():
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confirm_message = "%s\n\nBased on %s progression." % [confirm_message, source_currency_name]
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@@ -43,7 +45,8 @@ func _on_reset_button_pressed() -> void:
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_confirm_dialog.popup_centered_ratio(0.4)
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func _on_save_button_pressed() -> void:
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GameState.save_game()
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if game_state:
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game_state.save_game()
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func _on_prestige_state_changed(_total: BigNumber, _pending: BigNumber) -> void:
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_refresh_ui()
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