RustHacker/scenes/ending.gd

41 lines
1.2 KiB
GDScript

extends Control
@export var server_box : HFlowContainer
@export var score_label : Label
@export var ending_text : 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))
ending_text.text = Clock.ending_text
#var server_item : ItemData = load("res://items/server.tres")
for device in PlayerInventory.botnet:
var new_slot : ItemSlot = load("res://inv_system/item_slot.tscn").instantiate()
new_slot.item = device
new_slot.extra_data = "Power: " + str(device.botnet_power)
new_slot.update_ui()
new_slot.block_taking = true
server_box.add_child(new_slot)
score_label.text = str(PlayerInventory.botnet_servers) + " GHz + $" + str(PlayerInventory.money + inv_sell_value)
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:
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")