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extends Control
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@onready var headbar_scene: PackedScene = preload("res://scene/ui/item/headbar.tscn")
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@onready var camera: CameraManager = Global.camera_mgr
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class HeadbarMeta:
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var pos: Vector3
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var headbar: Headbar
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var headbar_map: Dictionary = {}
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func _ready():
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SignalManager.character_create.connect(on_character_create)
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SignalManager.character_ui_pos_changed.connect(on_character_ui_pos_changed)
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SignalManager.character_destroy.connect(on_character_destroy)
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SignalManager.character_status_changed.connect(on_character_status_changed)
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SignalManager.character_hit_text.connect(on_character_hit_text)
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SignalManager.character_hit_damage.connect(on_character_hit_damage)
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SignalManager.character_die.connect(on_character_die)
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func _process(delta):
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for k in headbar_map:
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var headbar_meta: HeadbarMeta = headbar_map[k] as HeadbarMeta
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headbar_meta.headbar.position = camera.get_screen_pos(headbar_meta.pos)
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func on_character_create(id: int, type: int, pos: Vector3) -> void:
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if type != Enum.ECharacterType.Monster:
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return
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var new_headbar_meta = HeadbarMeta.new()
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new_headbar_meta.pos = pos
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var new_headbar = headbar_scene.instantiate()
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add_child(new_headbar)
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new_headbar_meta.headbar = new_headbar
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on_character_ui_pos_changed(id, pos)
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headbar_map[id] = new_headbar_meta
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func on_character_ui_pos_changed(id: int, pos: Vector3) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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headbar_meta.pos = pos
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headbar.position = camera.get_screen_pos(pos)
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func on_character_destroy(id: int) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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headbar.queue_free()
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headbar_map.erase(id)
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func on_character_status_changed(id: int, status_name: String, value) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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var func_name: String = "on_%s_changed" % status_name
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if headbar.has_method(func_name):
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headbar.call(func_name, value)
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func on_character_hit_text(id: int, value: String) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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headbar.on_hit_text(value)
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func on_character_hit_damage(id: int, value: float) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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headbar.on_hit_damage(value)
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func on_character_die(id: int) -> void:
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if not id in headbar_map:
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return
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var headbar_meta = headbar_map[id]
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var headbar: Headbar = headbar_meta.headbar as Headbar
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headbar.queue_free()
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headbar_map.erase(id)
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