Files
VRyHungry1/Scenes/queue_controller.gd
T
2026-08-06 18:49:57 +02:00

64 lines
1.6 KiB
GDScript

class_name QueueController
extends Node3D
@export var queue_patience: float = 120
@export var progress_bar_3d: ProgressBar3D
@export var label_3d: Label3D
var _customers: Array[float] = [] # Temp. Array of their patience
var _tables: Array[Node3D] = []
func _ready() -> void:
progress_bar_3d.override_fill_color(Color.YELLOW)
progress_bar_3d.exponential = true
Signals.request_customer_spawn.connect(_on_request_customer_spawn)
Signals.game_state_changed.connect(_on_game_state_changed)
func _on_game_state_changed(new_state: GameManager.GameState) -> void:
if new_state == GameManager.GameState.RUNNING:
_rebuild_table_list()
func _on_request_customer_spawn() -> void:
spawn_customer()
func spawn_customer() -> void:
_customers.append(queue_patience)
func _rebuild_table_list() -> void:
_tables.clear()
_tables.append_array(get_tree().get_nodes_in_group("table"))
print("QueueController _rebuild_table_list complete: ", _tables)
func _try_to_assign_customers() -> void:
for customer in _customers:
for table: Table in _tables:
var result: bool = table.try_consume_customer()
if result == true:
_customers.pop_front()
break
func _process(delta: float) -> void:
# Process customers patience
for i in range(0, _customers.size()):
_customers[i] -= delta
if _customers[i] <= 0:
GameManager.game_over()
_try_to_assign_customers()
# Update visuals
if not _customers.is_empty():
label_3d.text = "Customers in queue: " + str(_customers.size())
progress_bar_3d.set_progress(_customers.front() / queue_patience)
else:
progress_bar_3d.set_progress(0)
label_3d.text = "No Customers"