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40 lines
1.4 KiB
GDScript
40 lines
1.4 KiB
GDScript
extends Control
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class_name Headbar
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@onready var hit_text_scene = preload("res://scene/ui/item/hit_text.tscn")
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@onready var hp_bar = (%HpBar as TextureProgressBar)
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@onready var shield_bar = (%ShieldBar as TextureProgressBar)
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@onready var stun_bar = (%StunBar as TextureProgressBar)
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@onready var mp_bar = (%MpBar as TextureProgressBar)
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@onready var mp_sub_bar = (%MpSubBar as TextureProgressBar)
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var hit_text_damage_cache : HitText
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func on_hp_changed(value):hp_bar.value = value
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func on_hp_max_changed(value):hp_bar.max_value = value
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func on_shield_changed(value):shield_bar.value = value
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func on_shield_max_changed(value):shield_bar.max_value = value
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func on_stun_changed(value):stun_bar.value = value
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func on_stun_max_changed(value):stun_bar.max_value = value
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func on_mp_changed(value):mp_bar.value = value
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func on_mp_max_changed(value):mp_bar.max_value = value
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func on_mp_sub_changed(value):mp_sub_bar.value = value
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func on_mp_sub_max_changed(value):mp_sub_bar.max_value = value
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func on_hit_text(value:String):
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var hit_text = get_hit_text_object()
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hit_text.show_hit_text(value)
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func on_hit_damage(value:float):
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var hit_text = hit_text_damage_cache
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if not hit_text or hit_text.is_close:
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hit_text_damage_cache = get_hit_text_object()
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hit_text = hit_text_damage_cache
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hit_text.show_hit_damage(value)
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func get_hit_text_object()->HitText:
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var hit_text = hit_text_scene.instantiate() as HitText
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add_child(hit_text)
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return hit_text
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