3d-printing-simulator-textb.../printer.gd

51 lines
1.7 KiB
GDScript

extends PanelContainer
@onready var printer_name_label: Label = $MarginContainer/MainArea/TopInfo/PrinterLabel
@onready var printer_model_label: Label = $MarginContainer/MainArea/PrinterModelLabel
@onready var progress_bar: ProgressBar = $MarginContainer/MainArea/PrintInfo/ProgressBar
@onready var select_job: OptionButton = $MarginContainer/MainArea/SelectJob
var printer_data: PrinterData
var selected_job: JobData
var selected_job_index: int
func initialize_printer(data: PrinterData) -> void:
printer_data = data
#print("Creating bought printer: " + printer_data.printer_manufacturer)
printer_name_label.text = printer_data.printer_manufacturer
printer_model_label.text = printer_data.printer_type
progress_bar.value = 0
_on_select_job_pressed()
func _on_sell_button_pressed() -> void:
PlayerData.give_money.emit(printer_data.printer_price * PlayerData.sell_multiplier)
queue_free()
func _on_select_job_pressed() -> void:
select_job.clear()
if PlayerData.jobs.is_empty():
select_job.add_item("No jobs accepted")
else:
for job in PlayerData.jobs:
var item_text = '%s (XP: %d | %d €)' % [job.job_name, job.job_experience, job.job_reward]
select_job.add_item(item_text)
var current_index = select_job.item_count - 1
select_job.set_item_metadata(current_index, job)
func _on_start_button_pressed() -> void:
if select_job.get_item_text(0) == "No jobs accepted":
print("No job selected")
else:
PlayerData.give_money.emit(selected_job.job_reward)
if PlayerData.jobs.size() == 1:
PlayerData.jobs.clear()
else:
PlayerData.jobs.remove_at(selected_job_index)
func _on_select_job_item_selected(index: int) -> void:
selected_job = select_job.get_item_metadata(index)
selected_job_index = index
print(selected_job)