a bit more stuff
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@@ -1,39 +1,34 @@
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using System.Globalization;
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using Godot;
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using GodotUtilities;
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using NodeWar.Scripts.Globals;
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namespace NodeWar.Scripts.Gui;
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[Scene]
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[SceneTree]
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public partial class Gui : Control
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{
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[Node]
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private Label _infoLabel;
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[Node]
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private Label _energyGeneration;
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[Node]
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private Label _energyConsumption;
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[Node]
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private Label _energyStorage;
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public override void _Ready()
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{
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_energyGeneration.Text = 1f.ToString(CultureInfo.InvariantCulture);
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_energyConsumption.Text = 0f.ToString(CultureInfo.InvariantCulture);
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_energyStorage.Text = 100f.ToString(CultureInfo.InvariantCulture);
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base._Ready();
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Autoloads.EventBus.SelectionChanged += text => _infoLabel.Text = text;
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EnergyGeneration.Text = 1f.ToString(CultureInfo.InvariantCulture);
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EnergyConsumption.Text = 0f.ToString(CultureInfo.InvariantCulture);
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EnergyCapacity.Text = 100f.ToString(CultureInfo.InvariantCulture);
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Autoloads.EventBus.SelectionChanged += text => _InfoLabel.Text = text;
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}
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public override void _Notification(int what)
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public override void _Process(double delta)
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{
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if (what == NotificationSceneInstantiated)
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{
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WireNodes();
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}
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EnergyGeneration.Text = EnergyManager
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.Instance.GetEnergyGeneration()
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.ToString(CultureInfo.InvariantCulture);
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EnergyCapacity.Text = EnergyManager
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.Instance.GetTotalEnergyCapacity()
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.ToString(CultureInfo.InvariantCulture);
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EnergyProgressBar.MaxValue = EnergyManager.Instance.GetTotalEnergyCapacity();
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EnergyProgressBar.Value = EnergyManager.Instance.GetEnergyStored();
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}
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}
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