@tool extends Control const BUTTON_QTY = 4 const guiButton : PackedScene = preload("res://UI/gui_button.tscn") @onready var buttonContainer = %ButtonContainer @onready var cubeIntegrity = %CubeIntegrity var waveCooldown : float func _ready() -> void: EventBus.team_in_rest_changed.connect(func(count): %LabelTowerInCube.text = "Zzz : %d" % count) EventBus.team_in_action_changed.connect(func(count): %LabelTowerOnTerrain.text = " In action : %d" % count) Game.allowed_tower_has_change.connect(addTowerButtonNodes) Game.cube_integrity_changed.connect(func(): cubeIntegrity.value = Game.health) cubeIntegrity.max_value = Game.max_health cubeIntegrity.value = Game.health Game.money_changed.connect(func(): %LabelMoney.text = "%d €" % Game.money) EventBus.wave_has_change.connect(onWaveChange) %NextWaveBtn.pressed.connect(EventBus.lauch_next_wave.emit) $WaveCooldown/Timer.timeout.connect(updateWaveCooldownLabel) %QuitLevelBtn.pressed.connect(Game.quitLevel) %QuitGameBtn.pressed.connect(Game.quitGame) $TowerInfoPanel.visible = false if Engine.is_editor_hint(): var allowedTowers : Array[Tower.TYPE] allowedTowers.assign(Tower.TYPE.values().filter(func(v): return v)) Game.initTowers(allowedTowers) func _on_button_cube_pressed() -> void: pass # Replace with function body. func onWaveChange(waveNumber : int, timeRemaining : float) -> void: %WaveNumber.text = "Wave N°%d" % waveNumber waveCooldown = timeRemaining $WaveCooldown/Timer.start() func updateWaveCooldownLabel() -> void: waveCooldown -= $WaveCooldown/Timer.wait_time if waveCooldown > 5: $WaveCooldown.text = "\n\nNext wave : %3.0f" % waveCooldown elif waveCooldown < 0: $WaveCooldown/Timer.stop() $WaveCooldown.text = "" else: $WaveCooldown.text = "\n\nNext wave : %3.1f" % waveCooldown func addTowerButtonNodes() -> void: for node in buttonContainer.get_children(): if node.has_meta("dynamicButton"): node.queue_free() for towerType in Game.towers.keys() : createTowerButton(towerType) for i in BUTTON_QTY - (buttonContainer.get_children().size() % BUTTON_QTY): createTowerButton(Tower.TYPE.NONE) func createTowerButton(towerType : Tower.TYPE) -> void: var btn : GuiButton = guiButton.instantiate() btn.set_meta("dynamicButton", true) if towerType: btn.tower = Game.towers.get(towerType) else: btn.disabled = true buttonContainer.add_child(btn)