extends NeonNumber # What the fleet is CARRYING, shown under the banked total (#15, part 2 of # #12). Since #14 ore is cargo until the fleet delivers it to the mothership, # so without this, mining visibly does nothing - the banked figure above does # not move until the fleet flies home, which reads as gathering being broken. # # Three things separate it from the banked readout, because colour alone is a # weak signal on a phone screen in a game that is mostly teal: # - amber rather than ore-teal, the same amber used elsewhere for ore in # transit (the extractor derrick, the hauler route) # - smaller, sitting UNDER the banked figure: subordinate to it, because # this is the number that is not yours yet # - present only while actually carrying something, so an empty hold is not # a permanent zero taking up space next to the real total # # Reads GameState directly for the same reason ResourceCounter does: it stays # correct across the space <-> planet-surface scene swap with nobody having # to push updates into it. const CARGO_GLOW: Color = Color(1.0, 0.78, 0.25) const CARGO_CORE: Color = Color(0.22, 0.12, 0.0) func _ready() -> void: glow_color = CARGO_GLOW core_color = CARGO_CORE func _process(_delta: float) -> void: visible = GameState.fleet_cargo > 0 if visible: set_amount(GameState.fleet_cargo)