Station Move handles disabled when not in build mode

This commit is contained in:
JonShard
2026-08-02 12:41:02 +02:00
parent 10bb7cd5bf
commit 1117d90da6
6 changed files with 42 additions and 11 deletions
+7 -2
View File
@@ -7,11 +7,16 @@ static var sides_in_play: Array[String]
enum GameState {
RUNNING,
GAME_OVER
GAME_OVER,
BUILDING
}
static var game_state: GameState = GameState.RUNNING
static var game_state: GameState = GameState.RUNNING: set = _set_game_state
static func _set_game_state(value: GameState):
game_state = value
Signals.game_state_changed.emit(value)
static func _restart():
print("restart Game")
game_state = GameState.RUNNING
+1
View File
@@ -2,3 +2,4 @@ extends Node
signal game_over
signal restart_game
signal game_state_changed(new_state: GameManager.GameState)
+12 -1
View File
@@ -5,6 +5,10 @@ func _unhandled_input(event: InputEvent) -> void:
get_tree().quit()
if event.is_action_pressed("satisfy_table_orders"):
satisfy_table_orders()
if event.is_action_pressed("set_building_mode"):
set_buidling_mode()
if event.is_action_pressed("set_running_mode"):
set_running_mode()
# Finds any node of class/type Table and calls satisfyAllOrders()
@@ -17,4 +21,11 @@ func satisfy_table_orders() -> void:
node.satisfyAllOrders()
func set_buidling_mode():
print("Global key event: Setting building mode")
GameManager.game_state = GameManager.GameState.BUILDING
func set_running_mode():
print("Global key event: Setting running mode")
GameManager.game_state = GameManager.GameState.RUNNING