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76 lines
2.3 KiB
GDScript
76 lines
2.3 KiB
GDScript
extends Control
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@onready var headbar_scene = 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 = {}
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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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func _process(delta):
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var camera_pos = camera.position
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for k in headbar_map:
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var headbar_meta = headbar_map[k] as HeadbarMeta
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headbar_meta.headbar.position = camera.unproject_position(headbar_meta.pos)
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func on_character_create(id:int,team:Enum.ETeam,pos:Vector3):
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if team == Enum.ETeam.Player:
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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):
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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_meta.headbar as Headbar
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headbar_meta.pos = pos
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headbar.position = camera.unproject_position(pos)
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func on_character_destroy(id:int):
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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_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):
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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_meta.headbar as Headbar
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var func_name = "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):
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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_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):
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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_meta.headbar as Headbar
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headbar.on_hit_danage(value)
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