Refactor game state management to use a unified Stat system and update UI labels for production and corruption
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@@ -9,29 +9,40 @@ public partial class Main : Node
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[Export] private Label _faithLabel;
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[Export] private Label _followersLabel;
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[Export] private Label _corruptionLabel;
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[Export] private Label _productionLabel;
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[Export] private MiraclePanel _miraclePanel;
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[Export] private Sprite2D _worldSprite;
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[Export] private Color _deadWorldColor = new Color("#581845");
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[Export] private Color _deadWorldColor = new("#581845");
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public override void _Ready()
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{
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GameBus.Instance.StateChanged += OnStateChanged;
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GameBus.Instance.SubscribeToStat(Stat.Faith, UpdateFaithLabel);
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GameBus.Instance.SubscribeToStat(Stat.Followers, UpdateFollowersLabel);
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GameBus.Instance.SubscribeToStat(Stat.Corruption, UpdateCorruptionLabel);
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GameBus.Instance.SubscribeToStat(Stat.Production, UpdateProductionLabel);
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_miraclePanel.PopulateInitialButtons(GameBus.Instance.AllMiracles);
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GameBus.Instance.StateChanged += OnStateChanged;
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UpdateFaithLabel(GameBus.Instance.CurrentState.Get(Stat.Faith));
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UpdateFollowersLabel(GameBus.Instance.CurrentState.Get(Stat.Followers));
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UpdateCorruptionLabel(GameBus.Instance.CurrentState.Get(Stat.Corruption));
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UpdateProductionLabel(GameBus.Instance.CurrentState.Get(Stat.Production));
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}
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public override void _ExitTree()
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{
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GameBus.Instance.UnsubscribeFromStat(Stat.Faith, UpdateFaithLabel);
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GameBus.Instance.UnsubscribeFromStat(Stat.Followers, UpdateFollowersLabel);
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GameBus.Instance.UnsubscribeFromStat(Stat.Corruption, UpdateCorruptionLabel);
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GameBus.Instance.UnsubscribeFromStat(Stat.Production, UpdateProductionLabel);
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GameBus.Instance.StateChanged -= OnStateChanged;
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}
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private void OnStateChanged(GameState newState)
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{
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_faithLabel.Text = $"Faith: {newState.Faith:F0} (+{newState.FaithPerSecond:F1}/s)";
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_followersLabel.Text = $"Followers: {newState.Followers}";
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_corruptionLabel.Text = $"Corruption: {newState.Corruption:F0}%";
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UpdateWorldVisuals(newState.Corruption);
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UpdateWorldVisuals(newState.Get(Stat.Corruption));
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}
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private void UpdateWorldVisuals(double corruption)
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@@ -41,4 +52,24 @@ public partial class Main : Node
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var ratio = (float)corruption / 100.0f;
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shaderMaterial.SetShaderParameter("corruption_level", ratio);
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}
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private void UpdateFaithLabel(double newValue)
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{
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_faithLabel.Text = $"Faith: {newValue:F0}";
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}
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private void UpdateFollowersLabel(double newValue)
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{
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_followersLabel.Text = $"Followers: {newValue:F0}";
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}
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private void UpdateCorruptionLabel(double newValue)
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{
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_corruptionLabel.Text = $"Corruption: {newValue:F0}%";
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}
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private void UpdateProductionLabel(double production)
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{
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_productionLabel.Text = $"Production: {production:F0}";
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}
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}
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