2023-10-01 12:39:16 +00:00
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extends Panel
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class_name PurchasableItem
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2023-10-01 12:50:47 +00:00
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## Icon of the item that can be purchased.
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@export var item_icon: Texture2D:
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get:
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return item_icon
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set(value):
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item_icon = value
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$Contents/Header/IconRect.texture = item_icon
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2023-10-01 12:39:16 +00:00
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## Name of the item that can be purchased.
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@export var item_name: String:
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get:
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return item_name
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set(value):
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item_name = value
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$Contents/Header/NameLabel.text = value
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## Description of the item that can be purchased.
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@export var item_description: String:
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get:
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return item_description
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set(value):
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item_description = value
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2023-10-01 16:18:00 +00:00
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$Contents/Description/DescriptionLabel.text = value
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2023-10-01 12:39:16 +00:00
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## Text to be displayed on the cost label of the item.
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@export var item_cost_text: String:
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get:
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return item_cost_text
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set(value):
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item_cost_text = value
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$Contents/Action/CostLabel.text = value
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## Collectible type of the item required to buy the item.
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@export var item_cost_type: StringName
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## Amount of items of the given type to collect to buy the item.
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@export var item_cost_goal: int
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## Whether the player can click or not the Buy button.
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##
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## Used to prevent two items from getting bought at the same time.
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2023-10-01 12:43:38 +00:00
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@export var can_buy: bool = true:
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2023-10-01 12:39:16 +00:00
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get:
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return can_buy
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set(value):
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can_buy = value
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2023-10-01 12:50:47 +00:00
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$Contents/Action/BuyButton.disabled = not (can_buy && has_unlocked)
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## Whether the player has unlocked this item for purchase.
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##
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## Used to force the player to follow the tech tree.
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@export var has_unlocked: bool = true:
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get:
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return has_unlocked
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set(value):
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has_unlocked = value
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$Contents/Action/BuyButton.disabled = not (can_buy && has_unlocked)
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2023-10-01 12:39:16 +00:00
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## Whether the player is currently buying this item.
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##
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## Used to cancel the purchase.
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var is_buying: bool:
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get:
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return is_buying
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set(value):
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is_buying = value
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2023-10-01 16:18:00 +00:00
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$Contents/Action/BuyButton.text = "Undo" if value else "Buy"
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2023-10-01 12:39:16 +00:00
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## Emitted when a purchase has started.
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signal purchase_begin
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## Emitted when a purchase is cancelled.
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signal purchase_cancel
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## Emitted when a purchase is completed.
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##
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## Emitted by complete_purchase().
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signal purchase_success
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func _on_buy_button_pressed():
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if is_buying:
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is_buying = false
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purchase_cancel.emit()
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else:
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is_buying = true
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purchase_begin.emit()
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func complete_purchase():
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is_buying = false
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2023-10-01 12:50:47 +00:00
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purchase_success.emit()
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