extends PanelContainer @export var buff_data: GeneratorBuffData @onready var _game_state: LevelGameState = find_parent("LevelGameState") @onready var _label: Label = $HBoxContainer/Label @onready var _button: Button = $HBoxContainer/Button var _current_level: int = 0 func _ready() -> void: if buff_data != null: _label.text = buff_data.text if not buff_data.text.is_empty() else str(buff_data.id) _button.text = "Buy" _button.disabled = true else: _label.text = "No Buff" _button.text = "Disabled" _button.disabled = true _button.pressed.connect(_on_button_pressed) if _game_state: _game_state.buff_level_changed.connect(_on_buff_level_changed) _game_state.buff_unlocked_changed.connect(_on_buff_unlocked_changed) _game_state.currency_changed.connect(_on_currency_changed) _update_ui() func _on_button_pressed() -> void: if buff_data == null: return var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff_data) if cost_currency_id == &"": push_warning("test_buff: Invalid cost currency") return var cost: BigNumber = buff_data.get_cost_for_level(_current_level) if _game_state and _game_state.spend_currency_by_id(cost_currency_id, cost): var next_level: int = _current_level + 1 _game_state.set_buff_level(buff_data.id, next_level) _apply_buff_effect(buff_data, next_level) _current_level = next_level _update_ui() else: push_warning("test_buff: Not enough currency to buy buff") func _apply_buff_effect(buff: GeneratorBuffData, level: int) -> void: if buff.kind != GeneratorBuffData.BuffKind.RESOURCE_PURCHASE: return var target_currency_id: StringName = _resolve_buff_target_currency_id(buff) if target_currency_id == &"": return var purchased_amount: BigNumber = buff.get_resource_purchase_amount_for_level(level) if purchased_amount.mantissa > 0.0 and _game_state: _game_state.add_currency_by_id(target_currency_id, purchased_amount) func _resolve_buff_target_currency_id(buff: GeneratorBuffData) -> StringName: if buff.resource_target_currency == null: return &"" if _game_state == null: return &"" return _game_state.get_currency_id(buff.resource_target_currency) func _on_buff_level_changed(buff_id: StringName, new_level: int) -> void: if buff_data != null and buff_id == buff_data.id: _current_level = new_level _update_ui() func _on_buff_unlocked_changed(buff_id: StringName, unlocked: bool) -> void: if buff_data != null and buff_id == buff_data.id: _update_ui() func _on_currency_changed(_changed_currency_id: StringName, _new_value: BigNumber) -> void: _update_ui() func _update_ui() -> void: if buff_data == null: return if _game_state and not _game_state.is_buff_unlocked(buff_data.id): _button.disabled = true _button.text = "Locked" return var is_maxed: bool = _current_level >= buff_data.max_level if buff_data.max_level >= 0 else false var can_buy: bool = not is_maxed var cost_currency_id: StringName = _resolve_buff_cost_currency_id(buff_data) if cost_currency_id != &"": var cost: BigNumber = buff_data.get_cost_for_level(_current_level) var current_amount: BigNumber = _game_state.get_currency_amount_by_id(cost_currency_id) if _game_state else BigNumber.from_float(0.0) can_buy = can_buy and (current_amount.is_greater_than(cost) or current_amount.is_equal_to(cost)) _button.disabled = not can_buy if is_maxed: _button.text = "Maxed" else: var cost: BigNumber = buff_data.get_cost_for_level(_current_level) _button.text = "Buy (%s)" % cost.to_string_suffix(2) func _resolve_buff_cost_currency_id(buff: GeneratorBuffData) -> StringName: if buff.cost_currency == null: return &"" if _game_state == null: return &"" return _game_state.get_currency_id(buff.cost_currency)