channel result feedback
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7 changed files with 99 additions and 4 deletions
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@ -12,14 +12,17 @@ enum Mode{
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@export var channel_name : String
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@export var channel_scene : PackedScene
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@export var dead_channel : bool
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@export var dead_channel : bool # mark channel as disabled so game logic doesnt try to switch it on
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@export var win_result_tex : Texture
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@export var lose_result_tex : Texture
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@export_group("Node References")
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@export var offline_channel_cover : TextureRect
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@export var static_channel_cover : TextureRect
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@export var game_viewport : SubViewport
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@export var result_cover : TextureRect
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var channel_mode : Mode = Mode.Offline
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var result_realness : float = 0
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func _ready() -> void:
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@ -34,6 +37,8 @@ func _ready() -> void:
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func _process(delta: float) -> void:
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offline_channel_cover.visible = channel_mode == Mode.Offline
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static_channel_cover.visible = channel_mode == Mode.Static
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result_realness -= delta
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result_cover.modulate = Color(1,1,1,result_realness)
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func start_channel():
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start_specific_channel(channel_scene)
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@ -57,8 +62,12 @@ func make_offline():
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func win_channel():
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GameManager.channel_win.emit()
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result_cover.texture = win_result_tex
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result_realness = 2
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end_channel()
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func lose_channel():
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GameManager.channel_lose.emit()
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result_cover.texture = lose_result_tex
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result_realness = 2
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end_channel()
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