Added water and bladder system
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@@ -0,0 +1,37 @@
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@tool
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extends Label
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class_name WaterDisplay
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@export var character_path: NodePath
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@export var show_bladder: bool = true
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@export var show_water: bool = true
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var _character: GridCharacterController = null
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func _ready() -> void:
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set_process(true)
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_resolve_character()
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if _character:
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_character.vitals_changed.connect(_on_vitals_changed)
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_on_vitals_changed(_character.get_water_level(), _character.get_bladder_level(), _character.is_water_low(), _character.is_bladder_full())
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func _process(_delta: float) -> void:
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if Engine.is_editor_hint():
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_update_text(0.0, 0.0, false, false)
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func _resolve_character() -> void:
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if character_path != NodePath():
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_character = get_node_or_null(character_path) as GridCharacterController
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else:
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_character = get_parent() as GridCharacterController
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func _on_vitals_changed(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
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_update_text(water_level, bladder_level, needs_water, needs_bathroom)
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func _update_text(water_level: float, bladder_level: float, needs_water: bool, needs_bathroom: bool) -> void:
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var parts: Array[String] = []
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if show_water:
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parts.append("Water: %4d ml%s" % [int(water_level), " !" if needs_water else ""])
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if show_bladder:
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parts.append("Bladder: %4d ml%s" % [int(bladder_level), " !" if needs_bathroom else ""])
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text = " | ".join(parts)
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