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

124 lines
3.7 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
@onready var status_label: Label = $MarginContainer/MainArea/TopInfo/StatusLabel
@onready var time_left_label: Label = $MarginContainer/MainArea/PrintInfo/TimeLeftLabel
@onready var start_button: Button = $MarginContainer/MainArea/Buttons/StartButton
var printer_data: PrinterData
var selected_job: JobData
var selected_job_index: int
var is_printing: bool = false
var time_left: float
func _ready() -> void:
GameData.refresh_printer_dropdown.connect(_on_refresh_printer_dropdown)
func initialize_printer(data: PrinterData) -> void:
printer_data = data
printer_name_label.text = printer_data.printer_manufacturer
printer_model_label.text = printer_data.printer_type
time_left_label.visible = false
time_left = 0
set_status()
progress_bar.visible = false
progress_bar.value = 0
_on_select_job_pressed()
func _process(delta) -> void:
if is_printing:
select_job.visible = false
progress_bar.visible = true
time_left_label.visible = true
set_status()
var total_time = selected_job.job_time / printer_data.printer_speed
var progress = (total_time - time_left) / total_time
time_left -= delta
progress_bar.value = progress
time_left_label.text = 'Time left: %s' % calculate_time_left(time_left)
if time_left <= 0:
PlayerData.give_money.emit(selected_job.job_reward)
PlayerData.give_experience.emit(selected_job.job_experience)
select_job.visible = true
reset_status()
func reset_status() -> void:
is_printing = false
time_left_label.visible = false
progress_bar.visible = false
progress_bar.value = 0
time_left = 0
select_job.disabled = false
start_button.disabled = false
_on_select_job_pressed()
set_status()
func set_status() -> void:
if is_printing:
status_label.text = 'Status: Printing'
else:
status_label.text = 'Status: Free'
func calculate_time_left(time) -> String:
var minutes: int = 0
if time >= 60:
while time >= 60:
minutes += 1
time -= 60
return '%d m %.2f s' % [minutes, time]
else:
return '%.2f s' % time
func _on_refresh_printer_dropdown() -> void:
if is_printing:
return
_on_select_job_pressed()
func _on_sell_button_pressed() -> void:
PlayerData.give_money.emit(printer_data.printer_price * PlayerData.sell_multiplier)
PlayerData.owned_printers -= 1
queue_free()
func _on_select_job_pressed() -> void:
select_job.clear()
if PlayerData.jobs.is_empty():
select_job.add_item("No jobs accepted")
start_button.disabled = true
else:
start_button.disabled = false
for job in PlayerData.jobs:
var item_text = '%s (XP: %d | %d € | %s)' % [job.job_name, job.job_experience, job.job_reward, calculate_time_left(job.job_time / printer_data.printer_speed)]
select_job.add_item(item_text)
var current_index = select_job.item_count - 1
select_job.set_item_metadata(current_index, job)
selected_job = select_job.get_item_metadata(0)
selected_job_index = 0
func _on_select_job_item_selected(index: int) -> void:
selected_job = select_job.get_item_metadata(index)
selected_job_index = index
func _on_start_button_pressed() -> void:
if select_job.get_item_text(0) == "No jobs accepted":
return
time_left = selected_job.job_time / printer_data.printer_speed
progress_bar.value = 0
start_button.disabled = true
is_printing = true
if PlayerData.jobs.size() == 1:
PlayerData.jobs.clear()
else:
PlayerData.jobs.remove_at(selected_job_index)
GameData.refresh_printer_dropdown.emit()