RustHacker/scenes/ending.gd

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1.2 KiB
GDScript3
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extends Control
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@export var server_box : HFlowContainer
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@export var score_label : Label
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
#sell remaining inventory
var inv_sell_value : int = 0
for slot in PlayerInventory.inventory_panel.slots:
if slot.item:
inv_sell_value += floori(slot.item.buy_value/float(2))
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#var server_item : ItemData = load("res://items/server.tres")
for device in PlayerInventory.botnet:
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var new_slot : ItemSlot = load("res://inv_system/item_slot.tscn").instantiate()
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new_slot.item = device
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new_slot.extra_data = "Power: " + str(device.botnet_power)
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new_slot.update_ui()
new_slot.block_taking = true
server_box.add_child(new_slot)
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score_label.text = str(PlayerInventory.botnet_servers) + " GHz + $" + str(PlayerInventory.money + inv_sell_value)
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pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
pass
func _on_reset_button_pressed() -> void:
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get_tree().change_scene_to_file("res://scenes/menu.tscn")
func _on_credits_button_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/credits.tscn")