Added active state for SelectedSectorIndicator
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@@ -25,8 +25,6 @@ const SECTOR_YS_FOR_THREE = [
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const CURRENT_SECTOR_INDICATOR_OFFSET = Vector2(0, 16)
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const SECTOR_SCENES : Dictionary[SectorData.SectorType, PackedScene] = {
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SectorData.SectorType.EmptySector:
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preload("res://game/area_map/indicators/sectors/empty_sector_indicator.tscn"),
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SectorData.SectorType.ShopSector:
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preload("res://game/area_map/indicators/sectors/shop_sector_indicator.tscn"),
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SectorData.SectorType.RepairSector:
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@@ -196,6 +194,7 @@ func _set_current_sector(sector: SectorData) -> void:
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var sector_position := sector_positions[sector]
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current_sector_indicator.position = sector_position + CURRENT_SECTOR_INDICATOR_OFFSET
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_update_selected_sector_indicator()
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current_sector_indicator.show()
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@@ -209,9 +208,27 @@ func _set_selected_sector(sector: SectorData) -> void:
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var sector_position := sector_positions[sector]
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selected_sector_indicator.position = sector_position
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_update_selected_sector_indicator()
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selected_sector_indicator.show()
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func _update_selected_sector_indicator() -> void:
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if selected_sector == null: return
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var is_accessible := _is_sector_accessible(selected_sector)
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selected_sector_indicator.set_active(is_accessible)
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func _is_sector_accessible(sector: SectorData) -> bool:
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if current_sector == null: return false
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for passage in current_sector.next_passages:
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if passage.next_sector == sector:
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return true
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return false
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func _on_test_timer_timeout() -> void:
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test_seed += 1
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area_data = test_area_generator.generate(test_seed)
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