class_name GameScene extends Node2D @export var kessel: Kessel @export var game_ui: GameUI @export var player: Player @export var npc_spwaner: NPC_Spawner @export var theke: Theke @export var round_manager: PhaseManager @export var schwarz_blende: SchwarzBlende signal request_level_change(next_level_path: String) var score = 0 var social_score = 4 var info_lifes = 1 func reload_game_scene()->void: request_level_change.emit("Game") func load_main_menu()->void: print("Hello") request_level_change.emit("MainMenu") # Called when the node enters the scene tree for the first time. func _ready() -> void: theke.set_ingrediant_list.connect(enanle_order_ui) randomize() round_manager.start_round() Global.game_scene = self Global.is_in_game = true func _process(delta: float) -> void: print(Global.get_social_score()) if Global.get_social_score() == 0: gameover() ## hier wird dann die game UI gezeigt func enanle_order_ui(order_list:Array[String])->void: game_ui.enable_order_scren(order_list) func _on_game_ui_items_created() -> void: game_ui.start_memorize_timer(1.0) await get_tree().create_timer(1.0).timeout ## game over logic hinzufügen func gameover()->void: self.process_mode = PROCESS_MODE_DISABLED UiManager.mainUI.show_game_over_screen("Bad Brewing. Your journey ends.") # wenn man es unten helt func _on_player_help_pressed(is_active:bool) -> void: if is_active: $Game_UI/Help_texture.show() else: $Game_UI/Help_texture.hide() func _on_kessel_potion_done(list: Array[String]) -> void: theke.set_produced_potion(list) func _on_round_manager_new_round_start_up(customer_count: int) -> void: game_ui.set_up_hud(customer_count) func _on_round_manager_day_changed(count: int) -> void: var new_day = "DAY "+ str(count) game_ui.enable_day_label(new_day) await get_tree().create_timer(1.5).timeout game_ui.disable_day_label() func _on_round_manager_shop_opens() -> void: game_ui.enabel_shop_open_label() await get_tree().create_timer(1.0).timeout game_ui.diable_shop_open_label() func _on_round_manager_start_round_change() -> void: print( "aktivire die schwarz belnde ") schwarz_blende.play_fade_cycle(0.8) await schwarz_blende.fade_finished round_manager.start_new_round.emit() func _on_round_manager_end_game() -> void: self.process_mode = PROCESS_MODE_DISABLED UiManager.mainUI.show_game_over_screen("Congrats you Survived!!")