RustHacker/demo_scene.gd

61 lines
1.7 KiB
GDScript

extends Control
@export var bin_inventory : Inventory
@export var loot_button : Button
@export var loot_bubble : Control
#@export var loot_pool : Array[ItemData]
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
if Clock.time_left < 200 or Clock.days_left < 6:
loot_bubble.hide()
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta: float) -> void:
Locations.block_moving = bin_inventory.filled_slots() > 0
loot_button.disabled = not Clock.has_time(10)
func _on_loot_button_pressed() -> void:
loot_bubble.hide()
if Clock.has_time(10):
if bin_inventory.add_item(pick_random_item()):
Clock.use_time(10)
#bin_inventory.add_item(pick_random_item())
#loot_button.hide()
#bin_inventory.show()
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
#bin_inventory.add_item(pick_random_item())
func pick_random_item() -> ItemData:
#var icount = loot_pool.size()
#return loot_pool[randi() % icount]
var selected : ItemData
var total_chance : int = 0
for loot in RecipeManager.items :
total_chance += loot.bin_chance
var sel_chance : int = randi() % total_chance
for loot in RecipeManager.items:
if sel_chance >= 0:
selected = loot
sel_chance -= loot.bin_chance
return selected
func _on_return_button_pressed() -> void:
get_tree().change_scene_to_file("res://scenes/workshop.tscn")
func _on_delete_pressed() -> void:
bin_inventory.empty_grid()