slight gameplay changes and new ui
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@@ -36,7 +36,7 @@ func _process(delta: float) -> void:
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if interact_key_held:
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if !interacted_once:
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if valid_point and hero.energy >= Data.wall_cost and ray_collider and point.buildable:
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if valid_point and hero.currency >= Data.wall_cost and ray_collider and point.buildable:
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interact_held_time += delta
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set_progress_percent(interact_held_time / interact_hold_time)
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wall_preview.set_float(interact_held_time / interact_hold_time)
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@@ -93,7 +93,7 @@ func reset() -> void:
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func process_looking_at_level() -> void:
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point = level.flow_field.get_closest_buildable_point(ray_point)
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if level.walls.has(point) or !point.buildable or hero.energy < Data.wall_cost:
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if level.walls.has(point) or !point.buildable or hero.currency < Data.wall_cost:
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wall_preview.set_visible(false)
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valid_point = false
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clear_previous_point()
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@@ -127,8 +127,8 @@ func process_looking_at_tower() -> void:
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func build_wall() -> void:
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if point and valid_point and hero.energy >= Data.wall_cost:
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hero.energy -= Data.wall_cost
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if point and valid_point and hero.currency >= Data.wall_cost:
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hero.currency -= Data.wall_cost
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level.set_wall(point, multiplayer.get_unique_id())
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wall_preview.visible = false
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