Refactor gameplay menus into owned scenes
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parent
46196a1adb
commit
a17fe88197
50 changed files with 3449 additions and 3619 deletions
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@ -105,7 +105,7 @@ func _process(delta: float) -> bool:
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# --- D. locked state in the crafter UI -------------------------
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controller.craft_building_id = crafter_id
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controller._refresh_craft_status()
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if controller.craft_vessel_buttons[FLEET_UI_INDEX].enabled:
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if controller.craft_menu.vessel_buttons[FLEET_UI_INDEX].enabled:
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return _fail("a locked carrier shows enabled in the crafter menu")
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stage = 1
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@ -126,8 +126,8 @@ func _process(delta: float) -> bool:
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# --- D. unlocked state in the crafter UI ------------------------
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controller._refresh_craft_status()
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var craft_button: IconButton = controller.craft_vessel_buttons[FLEET_UI_INDEX]
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var craft_label: Label = controller.craft_vessel_labels[FLEET_UI_INDEX]
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var craft_button: IconButton = controller.craft_menu.vessel_buttons[FLEET_UI_INDEX]
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var craft_label: Label = controller.craft_menu.vessel_labels[FLEET_UI_INDEX]
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if not craft_button.enabled:
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return _fail("an unlocked carrier still shows disabled in the crafter menu")
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if craft_button.icon != definition.icon or craft_button.glow_color != definition.glow_color:
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@ -148,8 +148,8 @@ func _process(delta: float) -> bool:
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# --- D. hangar display -------------------------------------------
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controller._refresh_hangar()
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var available_slot: IconButton = controller.hangar_available_slots[FLEET_UI_INDEX]
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var available_label: Label = controller.hangar_available_labels[FLEET_UI_INDEX]
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var available_slot: IconButton = controller.hangar_menu.available_slots[FLEET_UI_INDEX]
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var available_label: Label = controller.hangar_menu.available_labels[FLEET_UI_INDEX]
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if available_slot.icon != definition.icon or available_slot.glow_color != definition.glow_color:
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return _fail("hangar carrier slot does not match its definition's icon/colour")
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var expected_available: String = "%s\n1 available" % definition.display_name
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@ -177,8 +177,8 @@ func _process(delta: float) -> bool:
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# --- D. ship lab display -------------------------------------------
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controller.lab_vessel = GameState.VESSEL_CARRIER
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controller._refresh_lab()
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var lab_button: IconButton = controller.lab_vessel_buttons[LAB_UI_INDEX]
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var lab_label: Label = controller.lab_vessel_labels[LAB_UI_INDEX]
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var lab_button: IconButton = controller.lab_menu.vessel_buttons[LAB_UI_INDEX]
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var lab_label: Label = controller.lab_menu.vessel_labels[LAB_UI_INDEX]
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if lab_button.icon != definition.icon or lab_button.glow_color != definition.glow_color:
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return _fail("ship lab carrier slot does not match its definition's icon/colour")
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if lab_label.text != definition.display_name:
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