#2 Collects resources
#8 Generates resources based on resource data #10 Shows total resources and adjusts for new resources
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19
scripts/resource_manager.gd
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19
scripts/resource_manager.gd
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extends Node2D
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signal changed_resource
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@onready var world: World = $".."
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@export var resources := {}
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func _on_timer_timeout() -> void:
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var corrupted_resources := world.get_corrupted_resources()
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if corrupted_resources.size() > 0:
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var changed_resources := {}
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for corrupted_resource: CellData in corrupted_resources:
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var res: GameResource = corrupted_resource.get_resource()
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if not resources.has(res):
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resources[res] = 0
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resources[res] += res.pickup_value
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changed_resources[res] = resources[res]
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changed_resource.emit(ResourceChangedSignal.new(changed_resources))
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