Added player weapons saving
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+17
-7
@@ -6,13 +6,17 @@ signal player_died
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signal completed
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@export var data : PassageData:
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set = _set_data
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@export var passage_data : PassageData:
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set = _set_passage_data
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@export var player_data : PlayerData:
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set = _set_player_data
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var _current_progress := 0.0
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@onready var player : PlayerShip = $PlayerShip
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@onready var enemy_swamp_controller : EnemySwampController = $EnemySwampController
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@onready var enemy_timer : Timer = $EnemyTimer
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@onready var progress_bar : TextureProgressBar = $ProgressBar
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@@ -21,19 +25,25 @@ var _current_progress := 0.0
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func _physics_process(delta: float) -> void:
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_current_progress += delta
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_update_progress_indicator()
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if _current_progress >= data.length:
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if _current_progress >= passage_data.length:
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completed.emit()
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func _set_data(new_data: PassageData) -> void:
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data = new_data
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if data and progress_bar:
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func _set_passage_data(new_data: PassageData) -> void:
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passage_data = new_data
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if passage_data and progress_bar:
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_update_progress_indicator()
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func _set_player_data(new_data: PlayerData) -> void:
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player_data = new_data
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if passage_data and player:
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player.player_data = player_data
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func _update_progress_indicator() -> void:
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progress_bar.value = _current_progress
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progress_bar.max_value = data.length
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progress_bar.max_value = passage_data.length
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func _on_enemy_timer_timeout() -> void:
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