slight gameplay changes and new ui
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@@ -137,6 +137,8 @@ func check_removal() -> void:
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for card: Card in unique_cards:
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if !hand.contents.has(card):
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index = unique_cards.find(card)
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for i: int in selection_boxes.size():
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selection_boxes[i].set_amount(hand.contents.count(unique_cards[i]))
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if index >= 0:
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unique_cards.remove_at(index)
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selection_boxes[index].queue_free()
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@@ -327,6 +329,7 @@ func draw_to_hand_size() -> void:
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var box: CardSelectionBox = card_select_scene.instantiate()
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box.set_card(card)
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box.set_key(i)
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box.set_amount(hand.contents.count(unique_cards[i]))
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selection_boxes.append(box)
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$HUD/selection_boxes.add_child(box)
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hand_selected_index = 0
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@@ -342,8 +345,7 @@ func update_selected_box() -> void:
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func equip_weapon(slot: int = 0) -> void:
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if hand.size == 0:
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return
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var energy_cost: int = int(hand.item_at(hand_selected_index).rarity) + 1
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energy_cost *= 2
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var energy_cost: int = selected_card.cost
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if energy < energy_cost:
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return
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if weapons[slot] != null:
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@@ -360,7 +362,7 @@ func equip_weapon(slot: int = 0) -> void:
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#decrement_selected()
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weapons[slot] = cards[slot].weapon_scene.instantiate()
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weapons[slot].name = str(weapons_spawn_count)
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weapons[slot].duration = cards[slot].duration
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weapons[slot].duration = 1
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networked_equip_weapon.rpc(Data.cards.find(cards[slot]), 0, weapons_spawn_count)
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weapons_spawn_count += 1
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weapons[slot].set_multiplayer_authority(multiplayer.get_unique_id())
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