changed ambiguous naming from water and food to thirst and hunger. fixed For node execution
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@@ -169,7 +169,7 @@ expand_mode = 2
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[node name="RichTextLabel" type="RichTextLabel" parent="CanvasLayer/UIHandler/MainUI/HeaderContainer/VBoxContainer/RowWater" unique_id=1355787203]
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[node name="RichTextLabel" type="RichTextLabel" parent="CanvasLayer/UIHandler/MainUI/HeaderContainer/VBoxContainer/RowWater" unique_id=1355787203]
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_horizontal = 3
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text = "Water: 100/100"
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text = "Thirst: 100/100"
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fit_content = true
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fit_content = true
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autowrap_mode = 0
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autowrap_mode = 0
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horizontal_alignment = 1
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horizontal_alignment = 1
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@@ -186,7 +186,7 @@ expand_mode = 2
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[node name="RichTextLabel" type="RichTextLabel" parent="CanvasLayer/UIHandler/MainUI/HeaderContainer/VBoxContainer/RowHunger" unique_id=1098660752]
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[node name="RichTextLabel" type="RichTextLabel" parent="CanvasLayer/UIHandler/MainUI/HeaderContainer/VBoxContainer/RowHunger" unique_id=1098660752]
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layout_mode = 2
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layout_mode = 2
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size_flags_horizontal = 3
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size_flags_horizontal = 3
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text = "Food: 100/100"
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text = "Hunger: 100/100"
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fit_content = true
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fit_content = true
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autowrap_mode = 0
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autowrap_mode = 0
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horizontal_alignment = 1
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horizontal_alignment = 1
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@@ -15,7 +15,11 @@ public class ForNode : ProgramNode
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{
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{
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bool isConditionFulfilled = DetermineCondition();
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bool isConditionFulfilled = DetermineCondition();
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amountExecuted++;
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amountExecuted++;
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return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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if (isConditionFulfilled)
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{
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amountExecuted = 0;
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}
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return isConditionFulfilled ? NodeResult.CONDITIONFALSE : NodeResult.SUCCESS;
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}
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}
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private bool DetermineCondition()
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private bool DetermineCondition()
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@@ -46,8 +46,8 @@ public partial class UIHandler
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private void DisplaySurvivalStats()
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private void DisplaySurvivalStats()
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{
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{
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energyLabel.Text = $"Energy: {GameData.survival.energy:0}/{GameData.survival.maxEnergy:0}";
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energyLabel.Text = $"Energy: {GameData.survival.energy:0}/{GameData.survival.maxEnergy:0}";
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waterLabel.Text = $"Water: {GameData.survival.thirst:0}/{GameData.survival.maxThirst:0}";
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waterLabel.Text = $"Thirst: {GameData.survival.thirst:0}/{GameData.survival.maxThirst:0}";
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hungerLabel.Text = $"Food: {GameData.survival.hunger:0}/{GameData.survival.maxHunger:0}";
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hungerLabel.Text = $"Hunger: {GameData.survival.hunger:0}/{GameData.survival.maxHunger:0}";
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survivalStatus.Text = GameData.survival.currentStatus;
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survivalStatus.Text = GameData.survival.currentStatus;
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survivalStatus.Modulate = GameData.survival.currentStatus.Contains("critical")
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survivalStatus.Modulate = GameData.survival.currentStatus.Contains("critical")
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? UIStyle.GetWarningColor()
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? UIStyle.GetWarningColor()
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