extends Control class_name Headbar @onready var hit_text_scene: PackedScene = preload("res://scene/ui/item/hit_text.tscn") @onready var battle_info: Control = (%BattleInfo as Control) @onready var hp_bar: TextureProgressBar = (%HpBar as TextureProgressBar) @onready var shield_bar: TextureProgressBar = (%ShieldBar as TextureProgressBar) @onready var break_level: Sprite2D = (%BreakLevel as Sprite2D) @onready var alert_bar: TextureProgressBar = (%AlertBar as TextureProgressBar) #debug info @onready var stun_bar: TextureProgressBar = (%StunBar as TextureProgressBar) @onready var mp_bar: TextureProgressBar = (%MpBar as TextureProgressBar) @onready var mp_sub_bar: TextureProgressBar = (%MpSubBar as TextureProgressBar) @onready var pos_lable: Label = (%PosLabel as Label) @onready var role_lable: Label = (%RoleLabel as Label) func set_debug_info_show(is_show: bool) -> void: var debug_info: Control = (%DebugInfo as Control) debug_info.visible = is_show func set_length(hp: float) -> void: if hp > 100: return var length_px: int = max(32 * hp / 100, 10) if (length_px % 2) == 1: length_px += 1 hp_bar.size.x = length_px hp_bar.position.x = -length_px / 2 shield_bar.size.x = length_px shield_bar.position.x = -length_px / 2 break_level.position.x = -length_px / 2 - 5 var hit_text_damage_cache: HitText func on_hp_changed(value): hp_bar.value = value func on_hp_max_changed(value): hp_bar.max_value = value set_length(value) func on_shield_changed(value): shield_bar.value = value shield_bar.visible = value > 0 func on_shield_max_changed(value): shield_bar.max_value = value func on_break_level_def_changed(value): break_level.frame = clamp(value + 4, 0, 8) func on_ai_is_alert_changed(value): alert_bar.visible = not value battle_info.visible = value func on_ai_alert_max_changed(value): alert_bar.max_value = value func on_ai_alert_changed(value): alert_bar.value = value func on_stun_changed(value): stun_bar.value = value func on_stun_max_changed(value): stun_bar.max_value = value func on_mp_changed(value): mp_bar.value = value func on_mp_max_changed(value): mp_bar.max_value = value func on_mp_sub_changed(value): mp_sub_bar.value = value func on_mp_sub_max_changed(value): mp_sub_bar.max_value = value func on_pos2d_changed(value): pos_lable.text = "(%.2f,%.2f)"%[value.x, value.y] func on_ai_role_changed(value): role_lable.text = str(value) func on_hit_text(value: String): var hit_text: HitText = get_hit_text_object() hit_text.show_hit_text(value) func on_hit_damage(value: float): var hit_text: HitText = hit_text_damage_cache if not hit_text or hit_text.is_close: hit_text_damage_cache = get_hit_text_object() hit_text = hit_text_damage_cache hit_text.show_hit_damage(value) func get_hit_text_object()->HitText: var hit_text: HitText = hit_text_scene.instantiate() as HitText add_child(hit_text) return hit_text