2023-10-01 12:39:16 +00:00
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extends Panel
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class_name ShopUI
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2023-10-01 13:06:23 +00:00
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2023-10-02 03:31:31 +00:00
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@onready var score_button: ScoreButton = $Rows/UpperButtons/ScoreButton
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2023-10-02 01:33:41 +00:00
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2023-10-01 13:06:23 +00:00
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## Emitted when the Score button is pressed.
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signal score_button_pressed
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## Emitted when the Delete button is pressed.
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signal delete_button_pressed
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## Emitted when the Back button is presesd.
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signal back_button_pressed
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## Emitted when any purchase has started.
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signal purchase_begin(what: PurchasableItem)
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## Emitted when any purchase is cancelled.
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signal purchase_cancel(what: PurchasableItem)
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## Emitted when any purchase is completed.
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##
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## Emitted by complete_purchase().
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signal purchase_success(what: PurchasableItem)
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## Array of all PurchasableItems that this ShopUI should control.
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2023-10-02 03:31:31 +00:00
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@onready var purchasable_items: Array[Node] = find_children("*", "PurchasableItem")
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2023-10-01 13:06:23 +00:00
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func _ready():
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for item in purchasable_items:
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item.purchase_begin.connect(_on_any_purchase_begin.bind(item))
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item.purchase_cancel.connect(_on_any_purchase_cancel.bind(item))
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item.purchase_success.connect(_on_any_purchase_success.bind(item))
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2023-10-01 13:11:43 +00:00
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func _on_any_purchase_begin(what: Node):
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if not what is PurchasableItem:
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push_error("Purchase began outside a PurchasableItem")
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return
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2023-10-01 13:06:23 +00:00
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purchase_begin.emit(what)
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for item in purchasable_items:
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if item == what:
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continue
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item.can_buy = false
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2023-10-01 13:11:43 +00:00
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func _on_any_purchase_cancel(what: Node):
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if not what is PurchasableItem:
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push_error("Purchase cancelled outside a PurchasableItem")
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return
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2023-10-01 13:06:23 +00:00
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purchase_cancel.emit(what)
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for item in purchasable_items:
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if item == what:
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continue
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item.can_buy = true
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2023-10-01 13:11:43 +00:00
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func _on_any_purchase_success(what: Node):
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if not what is PurchasableItem:
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push_error("Purchase succeeded outside a PurchasableItem")
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return
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2023-10-01 13:06:23 +00:00
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purchase_success.emit(what)
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for item in purchasable_items:
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if item == what:
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continue
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item.can_buy = true
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2023-10-02 01:33:41 +00:00
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func _on_game_score_changed(total: int):
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score_button.set_score(total)
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2023-10-01 13:06:23 +00:00
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func _on_score_button_pressed():
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score_button_pressed.emit()
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func _on_delete_button_pressed():
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delete_button_pressed.emit()
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func _on_back_button_pressed():
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back_button_pressed.emit()
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2023-10-02 03:31:31 +00:00
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@export var copper_coin_scene: PackedScene
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@export var silver_coin_scene: PackedScene
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@export var gold_coin_scene: PackedScene
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signal upgraded_auto_spawn(scene: PackedScene, period: float)
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func _on_buy_auto_copper_purchase_success():
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print("[ShopUI] Upgrading to Auto Copper * 2...")
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upgraded_auto_spawn.emit(copper_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyHeliCopper.has_unlocked = true
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func _on_buy_heli_copper_purchase_success():
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print("[ShopUI] Upgrading to Auto Copper * 8...")
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upgraded_auto_spawn.emit(copper_coin_scene, 0.125)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoSilver.has_unlocked = true
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func _on_buy_auto_silver_purchase_success():
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print("[ShopUI] Upgrading to Auto Silver * 2...")
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upgraded_auto_spawn.emit(silver_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuySuperSilver.has_unlocked = true
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func _on_buy_super_silver_purchase_success():
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print("[ShopUI] Upgrading to Auto Silver * 8...")
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upgraded_auto_spawn.emit(silver_coin_scene, 0.125)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyAutoGold.has_unlocked = true
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func _on_buy_auto_gold_purchase_success():
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print("[ShopUI] Upgrading to Auto Gold * 2...")
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upgraded_auto_spawn.emit(gold_coin_scene, 0.5)
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$Rows/PaddedScrollable/Scrollable/ScrollableItems/ManualCategory/BuyMidasTouch.has_unlocked = true
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func _on_buy_midas_touch_purchase_success():
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print("[ShopUI] Upgrading to Auto Gold * 8...")
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upgraded_auto_spawn.emit(gold_coin_scene, 0.125)
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signal upgraded_manual_spawn(scene: PackedScene)
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func _on_buy_silver_star_purchase_success():
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print("[ShopUI] Upgrading to Manual Silver...")
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upgraded_manual_spawn.emit(silver_coin_scene)
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func _on_buy_gold_star_purchase_success():
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print("[ShopUI] Upgrading to Manual Gold...")
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upgraded_manual_spawn.emit(gold_coin_scene)
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