87 lines
3.3 KiB
GDScript
87 lines
3.3 KiB
GDScript
class_name PrestigePanel
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extends PanelContainer
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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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@onready var _basis_label: Label = $MarginContainer/VBoxContainer/StatsGrid/BasisValue
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@onready var _progress_bar: Node = $MarginContainer/VBoxContainer/PrestigeProgressBar
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@onready var _reset_button: Button = $MarginContainer/VBoxContainer/Buttons/ResetButton
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@onready var _save_button: Button = $MarginContainer/VBoxContainer/Buttons/SaveButton
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@onready var _confirm_dialog: ConfirmationDialog = $ConfirmDialog
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@onready var game_state: LevelGameState = find_parent("LevelGameState")
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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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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: PrestigeManager = _get_prestige_manager()
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if not bool(manager.can_prestige()):
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return
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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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_confirm_dialog.dialog_text = confirm_message
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_is_waiting_for_confirm = true
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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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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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func _on_prestige_performed(_gain: BigNumber, _total: BigNumber) -> void:
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_refresh_ui()
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func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
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_refresh_ui()
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func _on_confirm_dialog_confirmed() -> void:
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if not _is_waiting_for_confirm:
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return
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_is_waiting_for_confirm = false
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var manager: PrestigeManager = _get_prestige_manager()
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if manager == null:
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return
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manager.perform_prestige()
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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: 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.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.can_prestige())
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func _get_prestige_manager() -> PrestigeManager:
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return game_state.prestige_manager
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