Files
idle/core/prestige/prestige_panel.gd

95 lines
3.7 KiB
GDScript

class_name PrestigePanel
extends PanelContainer
@export var game_state: LevelGameState
@onready var _total_value: Label = $MarginContainer/VBoxContainer/StatsGrid/TotalValue
@onready var _pending_value: Label = $MarginContainer/VBoxContainer/StatsGrid/PendingValue
@onready var _multiplier_value: Label = $MarginContainer/VBoxContainer/StatsGrid/MultiplierValue
@onready var _basis_label: Label = $MarginContainer/VBoxContainer/StatsGrid/BasisValue
@onready var _progress_bar: Node = $MarginContainer/VBoxContainer/PrestigeProgressBar
@onready var _reset_button: Button = $MarginContainer/VBoxContainer/Buttons/ResetButton
@onready var _save_button: Button = $MarginContainer/VBoxContainer/Buttons/SaveButton
@onready var _confirm_dialog: ConfirmationDialog = $ConfirmDialog
var _is_waiting_for_confirm: bool = false
func _ready() -> void:
var manager: Node = _get_prestige_manager()
if manager != null and manager.has_signal("prestige_state_changed"):
manager.prestige_state_changed.connect(_on_prestige_state_changed)
if manager != null and manager.has_signal("prestige_performed"):
manager.prestige_performed.connect(_on_prestige_performed)
if game_state and not game_state.currency_changed.is_connected(_on_currency_changed):
game_state.currency_changed.connect(_on_currency_changed)
_refresh_ui()
func _on_reset_button_pressed() -> void:
var manager: Node = _get_prestige_manager()
if manager == null or not manager.has_method("can_prestige"):
return
if not bool(manager.call("can_prestige")):
return
var pending: BigNumber = manager.call("calculate_pending_gain")
var source_currency_id: StringName = manager.call("get_source_currency_id")
var source_currency_name: String = game_state.get_currency_name(source_currency_id) if game_state else ""
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)
if not source_currency_name.is_empty():
confirm_message = "%s\n\nBased on %s progression." % [confirm_message, source_currency_name]
_confirm_dialog.dialog_text = confirm_message
_is_waiting_for_confirm = true
_confirm_dialog.popup_centered_ratio(0.4)
func _on_save_button_pressed() -> void:
if game_state:
game_state.save_game()
func _on_prestige_state_changed(_total: BigNumber, _pending: BigNumber) -> void:
_refresh_ui()
func _on_prestige_performed(_gain: BigNumber, _total: BigNumber) -> void:
_refresh_ui()
func _on_currency_changed(_currency_id: StringName, _new_amount: BigNumber) -> void:
_refresh_ui()
func _on_confirm_dialog_confirmed() -> void:
if not _is_waiting_for_confirm:
return
_is_waiting_for_confirm = false
var manager: Node = _get_prestige_manager()
if manager == null:
return
manager.call("perform_prestige")
func _on_confirm_dialog_canceled() -> void:
_is_waiting_for_confirm = false
func _refresh_ui() -> void:
var manager: Node = _get_prestige_manager()
if manager == null:
visible = false
return
visible = true
var total: BigNumber = manager.call("get_total_prestige")
var pending: BigNumber = manager.call("calculate_pending_gain")
var multiplier: float = float(manager.call("get_total_multiplier"))
var basis_text: String = String(manager.call("get_basis_label"))
var basis_value: BigNumber = manager.call("get_basis_value_for_display")
_total_value.text = total.to_string_suffix(2)
_pending_value.text = pending.to_string_suffix(2)
_multiplier_value.text = "x%.2f" % multiplier
_basis_label.text = "%s (%s)" % [basis_text, basis_value.to_string_suffix(2)]
_reset_button.disabled = not bool(manager.call("can_prestige"))
func _get_prestige_manager() -> Node:
return get_node_or_null("/root/PrestigeManager")