Refactor recent gameplay systems after code review

This commit is contained in:
Loïc Wisniewski 2026-08-16 21:38:07 +02:00
commit d68f4d4f88
57 changed files with 530 additions and 572 deletions

View file

@ -35,12 +35,10 @@ func _process(_delta: float) -> void:
if has_distorder != visible:
visible = has_distorder
if not has_distorder:
# A fleet must never be left permanently boosted by a vessel it no
# longer has - reset the instant the capability disappears, not just
# hide the control on top of a stale multiplier.
# Fleet owns persistent composition state. This outgoing UI node can
# briefly observe an empty fleet during a scene swap, so it must only
# clear its own interaction state here.
active_touch_index = -1
if GameState.fleet_speed_multiplier != 1.0:
GameState.fleet_speed_multiplier = 1.0
knob_t = 0.0
return
knob_t = (GameState.fleet_speed_multiplier - 1.0) \