update
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@@ -7,55 +7,68 @@ enum Type { SINGLE, AOE, UTILITY, ULT, PASSIVE }
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@export var type: Type = Type.SINGLE
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@export var damage: float = 0.0
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@export var ability_range: float = 3.0
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@export var cooldown: float = 0.0
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@export var uses_gcd: bool = true
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@export var icon: String = ""
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func execute(player: Node, targeting: Node) -> void:
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func execute(player: Node, targeting: Node) -> bool:
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var dmg: float = _get_modified_damage(player, damage)
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match type:
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Type.SINGLE:
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_execute_single(player, targeting, dmg)
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return _execute_single(player, targeting, dmg)
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Type.AOE:
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_execute_aoe(player, dmg)
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return _execute_aoe(player, dmg)
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Type.UTILITY:
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_execute_utility(player)
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return _execute_utility(player)
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Type.ULT:
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_execute_ult(player, targeting, dmg)
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return _execute_ult(player, targeting, dmg)
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return false
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func _get_modified_damage(player: Node, base: float) -> float:
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var combat: Node = player.get_node("Combat")
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return combat.apply_passive(base)
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func _execute_single(player: Node, targeting: Node, dmg: float) -> void:
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func _in_range(player: Node, targeting: Node) -> bool:
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if ability_range <= 0:
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return true
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var target: Node3D = targeting.current_target
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if not target or not is_instance_valid(target):
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return
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return false
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var dist: float = player.global_position.distance_to(target.global_position)
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if dist > ability_range:
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return
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return dist <= ability_range
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func _execute_single(player: Node, targeting: Node, dmg: float) -> bool:
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if not _in_range(player, targeting):
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return false
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var target: Node3D = targeting.current_target
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EventBus.damage_requested.emit(player, target, dmg)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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return true
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func _execute_aoe(player: Node, dmg: float) -> void:
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func _execute_aoe(player: Node, dmg: float) -> bool:
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var hit := false
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var enemies := player.get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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var dist: float = player.global_position.distance_to(enemy.global_position)
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if dist <= ability_range:
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EventBus.damage_requested.emit(player, enemy, dmg)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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hit = true
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if hit:
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg)
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return hit
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func _execute_utility(player: Node) -> void:
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func _execute_utility(player: Node) -> bool:
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var shield: Node = player.get_node_or_null("Shield")
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if shield:
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shield.current_shield = shield.max_shield
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EventBus.shield_changed.emit(player, shield.current_shield, shield.max_shield)
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return true
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return false
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func _execute_ult(player: Node, targeting: Node, dmg: float) -> void:
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func _execute_ult(player: Node, targeting: Node, dmg: float) -> bool:
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if not _in_range(player, targeting):
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return false
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var target: Node3D = targeting.current_target
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if not target or not is_instance_valid(target):
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return
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var dist: float = player.global_position.distance_to(target.global_position)
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if dist > ability_range:
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return
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EventBus.damage_requested.emit(player, target, dmg * 4.0)
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var enemies := player.get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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@@ -64,3 +77,4 @@ func _execute_ult(player: Node, targeting: Node, dmg: float) -> void:
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if enemy_dist <= ability_range:
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EventBus.damage_requested.emit(player, enemy, dmg * 2.0)
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EventBus.attack_executed.emit(player, player.global_position, -player.global_transform.basis.z, dmg * 4.0)
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return true
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@@ -13,6 +13,7 @@ func _ready() -> void:
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spawn_position = global_position
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add_to_group("enemies")
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.damage_dealt.connect(_on_damage_dealt)
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func _on_entity_died(entity: Node) -> void:
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if entity == self:
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@@ -26,10 +27,29 @@ func _physics_process(delta: float) -> void:
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velocity.y -= gravity * delta
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move_and_slide()
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func _on_damage_dealt(attacker: Node, damage_target: Node, _amount: float) -> void:
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if damage_target == self and attacker.name == "Player":
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_engage(attacker)
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func _engage(new_target: Node3D) -> void:
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if state == State.CHASE or state == State.ATTACK:
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return
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target = new_target
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state = State.CHASE
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_alert_nearby()
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func _alert_nearby() -> void:
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var enemies := get_tree().get_nodes_in_group("enemies")
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for enemy in enemies:
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if enemy != self and is_instance_valid(enemy):
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if enemy.state == enemy.State.IDLE:
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var dist: float = global_position.distance_to(enemy.global_position)
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if dist <= 3.0:
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enemy._engage(target)
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func _on_detection_area_body_entered(body: Node3D) -> void:
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if body is CharacterBody3D and body.name == "Player":
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target = body
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state = State.CHASE
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_engage(body)
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EventBus.enemy_engaged.emit(self, body)
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func _on_detection_area_body_exited(body: Node3D) -> void:
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@@ -13,3 +13,4 @@ signal health_changed(entity, current, max_val)
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signal shield_changed(entity, current, max_val)
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signal respawn_tick(timer)
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signal enemy_engaged(enemy, target)
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signal cooldown_tick(cooldowns, max_cooldowns, gcd_timer)
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@@ -1,28 +1,56 @@
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extends Node
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const GCD_TIME := 1.0
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@onready var player: CharacterBody3D = get_parent()
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@onready var targeting: Node = get_parent().get_node("Targeting")
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@onready var player_class: Node = get_parent().get_node("PlayerClass")
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var abilities: Array = []
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var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
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var gcd_timer := 0.0
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func _ready() -> void:
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_load_abilities()
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EventBus.class_changed.connect(_on_class_changed)
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func _process(delta: float) -> void:
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if gcd_timer > 0:
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gcd_timer -= delta
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for i in range(cooldowns.size()):
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if cooldowns[i] > 0:
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cooldowns[i] -= delta
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EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
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func _load_abilities() -> void:
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var ability_set: AbilitySet = player_class.get_ability_set()
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if ability_set:
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abilities = ability_set.abilities
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else:
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abilities = []
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cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
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max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
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gcd_timer = 0.0
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func _unhandled_input(event: InputEvent) -> void:
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for i in range(min(abilities.size(), 5)):
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if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
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if abilities[i].type == Ability.Type.PASSIVE:
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return
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abilities[i].execute(player, targeting)
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if cooldowns[i] > 0:
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return
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if abilities[i].uses_gcd and gcd_timer > 0:
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return
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var success: bool = abilities[i].execute(player, targeting)
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if not success:
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return
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var ability_cd: float = abilities[i].cooldown
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var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0
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cooldowns[i] = ability_cd
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max_cooldowns[i] = max(ability_cd, gcd_cd)
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if abilities[i].uses_gcd:
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gcd_timer = GCD_TIME
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return
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func apply_passive(base_damage: float) -> float:
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@@ -1,11 +1,20 @@
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extends CanvasLayer
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const GCD_TIME := 1.0
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var shield_bar: ProgressBar = $ShieldBar
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@onready var respawn_label: Label = $RespawnTimer
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@onready var class_icon: Label = $AbilityBar/ClassIcon/Label
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@onready var ability_panels: Array = [
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$AbilityBar/Ability1,
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$AbilityBar/Ability2,
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$AbilityBar/Ability3,
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$AbilityBar/Ability4,
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$AbilityBar/Ability5,
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]
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var player_node: Node = null
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var ability_labels: Array[String] = ["1", "2", "3", "4", "P"]
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func _ready() -> void:
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respawn_label.visible = false
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@@ -15,6 +24,7 @@ func _ready() -> void:
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EventBus.player_respawned.connect(_on_player_respawned)
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EventBus.class_changed.connect(_on_class_changed)
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EventBus.respawn_tick.connect(_on_respawn_tick)
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EventBus.cooldown_tick.connect(_on_cooldown_tick)
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func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
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if entity.name == "Player":
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@@ -41,3 +51,22 @@ func _on_class_changed(_player: Node, class_type: int) -> void:
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0: class_icon.text = "T"
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1: class_icon.text = "D"
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2: class_icon.text = "H"
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func _on_cooldown_tick(cooldowns: Array, max_cooldowns: Array, gcd_timer: float) -> void:
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for i in range(min(ability_panels.size(), cooldowns.size())):
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var panel: Panel = ability_panels[i]
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var label: Label = panel.get_node("Label")
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var overlay: ColorRect = panel.get_node("CooldownOverlay")
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var cd: float = cooldowns[i]
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var gcd: float = gcd_timer if i != 2 and i != 4 else 0.0
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var active_cd: float = max(cd, gcd)
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var max_cd: float = max_cooldowns[i] if max_cooldowns[i] > 0 else GCD_TIME
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if active_cd > 0:
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var ratio: float = clamp(active_cd / max_cd, 0.0, 1.0)
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overlay.visible = true
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overlay.anchor_bottom = ratio
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label.text = str(ceil(active_cd))
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else:
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overlay.visible = false
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label.text = ability_labels[i]
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