update
This commit is contained in:
17
plan.md
17
plan.md
@@ -64,15 +64,15 @@
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- player.gd — Kern, verbindet Komponenten
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- camera.gd — LMB freies Umsehen, RMB Kamera + Laufrichtung anpassen
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- movement.gd — Bewegung (WASD relativ zur Kamera), Springen, Schwerkraft
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- combat.gd — Führt Abilities aus, Fähigkeiten 1-5
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- 1 Single: Anvisiertes Ziel angreifen (10 Schaden, Distanzprüfung)
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- 2 AOE: Alle Gegner im Bereich (5 Schaden, halber Single-Schaden)
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- 3 Utility: Schild-Regeneration sofort zurücksetzen
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- 4 Ult: 4x Schaden an anvisiertem Ziel + 2x AOE-Schaden um das Ziel herum
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- 5 Passive: 50% mehr Schaden (permanent aktiv)
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- combat.gd — Führt Abilities aus, verwaltet Cooldowns (GCD 1s), Fähigkeiten 1-5
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- 1 Single: 10 Schaden, Distanzprüfung, 0s CD, GCD
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- 2 AOE: 5 Schaden im Bereich, 3s CD, GCD
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- 3 Utility: Schild sofort auf 100%, 5s CD, kein GCD
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- 4 Ult: 4x Single + 2x AOE um Ziel, 30s CD, GCD
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- 5 Passive: 50% mehr Schaden (permanent aktiv, kein CD)
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- targeting.gd — Klick/TAB anvisieren, Kampfmodus bei Gegner-Angriff, Auto-Targeting auf nächsten Gegner
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- event_bus.gd — Autoload-Singleton, globale Signals
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren)
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- enemy.gd — Gegner-Kern, State Machine (Idle, Verfolgen, Angreifen, Zurückkehren), Aggro bei Schaden, alarmiert Gegner in 3m
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- enemy_movement.gd — Navigation zum Ziel/Spawnpunkt
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- enemy_combat.gd — Angriff über Event (damage_requested)
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- health.gd — Leben, 1/s Regeneration, Tod bei 0 (wiederverwendbar)
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@@ -83,7 +83,7 @@
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- enemy_healthbar.gd — Liest Health/Shield vom Gegner, aktualisiert Balken über dem Gegner, gelber Rand bei Anvisierung
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## Abilities (Resources)
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- ability.gd (Resource) — name, type, damage, range, execute()
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- ability.gd (Resource) — name, type, damage, range, cooldown, uses_gcd, execute()
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- ability_set.gd (Resource) — Set von 5 Abilities pro Klasse
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- ability_modifier.gd (Resource) — Verändert Ability (Element, Beruf, Prestige)
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- Typen: Single, AOE, Utility, Ult, Passive
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@@ -105,3 +105,4 @@
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- shield_changed(entity, current, max) — Schild hat sich verändert
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- respawn_tick(timer) — Respawn-Countdown Update
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- enemy_engaged(enemy, target) — Gegner hat Spieler anvisiert
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- cooldown_tick(cooldowns, max_cooldowns, gcd_timer) — Cooldown-Update für HUD
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@@ -1,6 +1,6 @@
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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://bpx3l13iuynfv"]
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[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
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[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"]
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[resource]
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script = ExtResource("1")
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@@ -8,4 +8,5 @@ ability_name = "AOE"
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type = 1
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damage = 5.0
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ability_range = 5.0
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cooldown = 3.0
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icon = "2"
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@@ -1,6 +1,6 @@
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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dadpl32yujwhe"]
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[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
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[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"]
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[resource]
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script = ExtResource("1")
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@@ -8,4 +8,5 @@ ability_name = "Damage Boost"
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type = 4
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damage = 50.0
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ability_range = 0.0
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icon = "5"
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uses_gcd = false
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icon = "P"
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@@ -1,11 +1,10 @@
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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://dwvc8b3cmce8l"]
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[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
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[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"]
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[resource]
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script = ExtResource("1")
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ability_name = "Single"
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type = 0
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damage = 10.0
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ability_range = 3.0
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ability_range = 20.0
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icon = "1"
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@@ -1,11 +1,12 @@
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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://s32wvlww2ls2"]
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[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
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[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"]
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[resource]
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script = ExtResource("1")
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ability_name = "Burst"
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type = 3
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damage = 10.0
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ability_range = 5.0
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ability_range = 20.0
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cooldown = 30.0
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icon = "4"
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@@ -1,11 +1,12 @@
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[gd_resource type="Resource" script_class="Ability" load_steps=2 format=3]
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[gd_resource type="Resource" script_class="Ability" format=3 uid="uid://du0hyuuj26ea0"]
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[ext_resource type="Script" path="res://scripts/abilities/ability.gd" id="1"]
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[ext_resource type="Script" uid="uid://c03xbbf3yhfl3" path="res://scripts/abilities/ability.gd" id="1"]
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[resource]
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script = ExtResource("1")
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ability_name = "Shield Reset"
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type = 2
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damage = 0.0
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ability_range = 0.0
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cooldown = 5.0
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uses_gcd = false
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icon = "3"
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@@ -109,6 +109,13 @@ vertical_alignment = 1
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custom_minimum_size = Vector2(45, 45)
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theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
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[node name="CooldownOverlay" type="ColorRect" parent="AbilityBar/Ability1"]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.6)
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visible = false
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[node name="Label" type="Label" parent="AbilityBar/Ability1"]
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layout_mode = 1
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anchors_preset = 15
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@@ -124,6 +131,13 @@ vertical_alignment = 1
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custom_minimum_size = Vector2(45, 45)
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theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
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[node name="CooldownOverlay" type="ColorRect" parent="AbilityBar/Ability2"]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.6)
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visible = false
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[node name="Label" type="Label" parent="AbilityBar/Ability2"]
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layout_mode = 1
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anchors_preset = 15
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@@ -139,6 +153,13 @@ vertical_alignment = 1
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custom_minimum_size = Vector2(45, 45)
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theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
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[node name="CooldownOverlay" type="ColorRect" parent="AbilityBar/Ability3"]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.6)
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visible = false
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[node name="Label" type="Label" parent="AbilityBar/Ability3"]
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layout_mode = 1
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anchors_preset = 15
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@@ -154,6 +175,13 @@ vertical_alignment = 1
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custom_minimum_size = Vector2(45, 45)
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theme_override_styles/panel = SubResource("StyleBoxFlat_ability_active")
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[node name="CooldownOverlay" type="ColorRect" parent="AbilityBar/Ability4"]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.6)
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visible = false
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[node name="Label" type="Label" parent="AbilityBar/Ability4"]
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layout_mode = 1
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anchors_preset = 15
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@@ -169,6 +197,13 @@ vertical_alignment = 1
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custom_minimum_size = Vector2(45, 45)
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theme_override_styles/panel = SubResource("StyleBoxFlat_ability_round")
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[node name="CooldownOverlay" type="ColorRect" parent="AbilityBar/Ability5"]
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layout_mode = 1
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anchor_right = 1.0
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anchor_bottom = 1.0
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color = Color(0, 0, 0, 0.6)
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visible = false
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[node name="Label" type="Label" parent="AbilityBar/Ability5"]
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layout_mode = 1
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anchors_preset = 15
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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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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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||||
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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
|
||||
for i in range(cooldowns.size()):
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if cooldowns[i] > 0:
|
||||
cooldowns[i] -= delta
|
||||
EventBus.cooldown_tick.emit(cooldowns, max_cooldowns, gcd_timer)
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||||
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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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||||
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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
|
||||
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:
|
||||
|
||||
@@ -1,11 +1,20 @@
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||||
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]
|
||||
|
||||
Reference in New Issue
Block a user