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

59 lines
1.7 KiB
GDScript

class_name DayController
extends Node
# DayController Emits singals to spawn customers.
var day_time_remaining: float = 0.0
var customers_spawned: int = 0
var customers_served: int = 0
func _ready() -> void:
GameManager.game_state = GameManager.GameState.BUILDING
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:
start_next_day()
# Returns 0-1 progress of the day time
func get_day_progression() -> float:
return 1 - (day_time_remaining / GameManager.day_length_seconds)
func _reset_values() -> void:
day_time_remaining = GameManager.day_length_seconds
customers_spawned = 0
customers_served = 0
func start_next_day() -> void:
print("DayController: start_next_day")
_reset_values()
GameManager.customers_per_day += GameManager.customers_count_increase_per_day
GameManager.day_number += 1
func finish_current_day() -> void:
print("DayController: finish_current_day")
_reset_values()
func _process(delta: float) -> void:
if GameManager.game_state != GameManager.GameState.RUNNING:
return
day_time_remaining -= delta
var customers_at_this_time = GameManager.customers_per_day * get_day_progression()
#print("DayController: customers_at_this_time: ", customers_at_this_time)
if customers_spawned < customers_at_this_time:
customers_spawned += 1
print("DayController: spawning customer")
Signals.request_customer_spawn.emit()
# If day complete
if GameManager.customers_per_day == customers_served and customers_spawned == GameManager.customers_per_day:
print("DayController: Day complete")
finish_current_day()