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1.1 KiB
GDScript

extends Control
class_name Headbar
@onready var hit_text_scene = preload("res://scene/ui/item/hit_text.tscn")
@onready var hpbar = (%HpBar as TextureProgressBar)
@onready var shieldbar = (%ShieldBar as TextureProgressBar)
@onready var stunbar = (%StunBar as TextureProgressBar)
var hit_text_damage_cache : HitText
func on_hp_changed(value):hpbar.value = value
func on_hp_max_changed(value):hpbar.max_value = value
func on_shield_changed(value):shieldbar.value = value
func on_shield_max_changed(value):shieldbar.max_value = value
func on_stun_changed(value):stunbar.value = value
func on_stun_max_changed(value):stunbar.max_value = value
func on_hit_text(value:String):
var hit_text = get_hit_text_object()
hit_text.show_hit_text(value)
func on_hit_danage(value:float):
var hit_text = 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 = hit_text_scene.instantiate() as HitText
add_child(hit_text)
return hit_text