This commit is contained in:
Marek
2026-03-29 16:51:06 +02:00
parent aa2c182534
commit ea0d2b51c0
12 changed files with 176 additions and 45 deletions

View File

@@ -1,28 +1,56 @@
extends Node
const GCD_TIME := 1.0
@onready var player: CharacterBody3D = get_parent()
@onready var targeting: Node = get_parent().get_node("Targeting")
@onready var player_class: Node = get_parent().get_node("PlayerClass")
var abilities: Array = []
var cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var max_cooldowns: Array[float] = [0.0, 0.0, 0.0, 0.0, 0.0]
var gcd_timer := 0.0
func _ready() -> void:
_load_abilities()
EventBus.class_changed.connect(_on_class_changed)
func _process(delta: float) -> void:
if gcd_timer > 0:
gcd_timer -= delta
for i in range(cooldowns.size()):
if cooldowns[i] > 0:
cooldowns[i] -= delta
EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
func _load_abilities() -> void:
var ability_set: AbilitySet = player_class.get_ability_set()
if ability_set:
abilities = ability_set.abilities
else:
abilities = []
cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
max_cooldowns = [0.0, 0.0, 0.0, 0.0, 0.0]
gcd_timer = 0.0
func _unhandled_input(event: InputEvent) -> void:
for i in range(min(abilities.size(), 5)):
if event.is_action_pressed("ability_%s" % (i + 1)) and abilities[i]:
if abilities[i].type == Ability.Type.PASSIVE:
return
abilities[i].execute(player, targeting)
if cooldowns[i] > 0:
return
if abilities[i].uses_gcd and gcd_timer > 0:
return
var success: bool = abilities[i].execute(player, targeting)
if not success:
return
var ability_cd: float = abilities[i].cooldown
var gcd_cd: float = GCD_TIME if abilities[i].uses_gcd else 0.0
cooldowns[i] = ability_cd
max_cooldowns[i] = max(ability_cd, gcd_cd)
if abilities[i].uses_gcd:
gcd_timer = GCD_TIME
return
func apply_passive(base_damage: float) -> float:

View File

@@ -1,11 +1,20 @@
extends CanvasLayer
const GCD_TIME := 1.0
@onready var health_bar: ProgressBar = $HealthBar
@onready var shield_bar: ProgressBar = $ShieldBar
@onready var respawn_label: Label = $RespawnTimer
@onready var class_icon: Label = $AbilityBar/ClassIcon/Label
@onready var ability_panels: Array = [
$AbilityBar/Ability1,
$AbilityBar/Ability2,
$AbilityBar/Ability3,
$AbilityBar/Ability4,
$AbilityBar/Ability5,
]
var player_node: Node = null
var ability_labels: Array[String] = ["1", "2", "3", "4", "P"]
func _ready() -> void:
respawn_label.visible = false
@@ -15,6 +24,7 @@ func _ready() -> void:
EventBus.player_respawned.connect(_on_player_respawned)
EventBus.class_changed.connect(_on_class_changed)
EventBus.respawn_tick.connect(_on_respawn_tick)
EventBus.cooldown_tick.connect(_on_cooldown_tick)
func _on_health_changed(entity: Node, current: float, max_val: float) -> void:
if entity.name == "Player":
@@ -41,3 +51,22 @@ func _on_class_changed(_player: Node, class_type: int) -> void:
0: class_icon.text = "T"
1: class_icon.text = "D"
2: class_icon.text = "H"
func _on_cooldown_tick(cooldowns: Array, max_cooldowns: Array, gcd_timer: float) -> void:
for i in range(min(ability_panels.size(), cooldowns.size())):
var panel: Panel = ability_panels[i]
var label: Label = panel.get_node("Label")
var overlay: ColorRect = panel.get_node("CooldownOverlay")
var cd: float = cooldowns[i]
var gcd: float = gcd_timer if i != 2 and i != 4 else 0.0
var active_cd: float = max(cd, gcd)
var max_cd: float = max_cooldowns[i] if max_cooldowns[i] > 0 else GCD_TIME
if active_cd > 0:
var ratio: float = clamp(active_cd / max_cd, 0.0, 1.0)
overlay.visible = true
overlay.anchor_bottom = ratio
label.text = str(ceil(active_cd))
else:
overlay.visible = false
label.text = ability_labels[i]