update
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@@ -1,145 +0,0 @@
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extends CanvasLayer
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const GCD_TIME := 0.5
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@onready var health_bar: ProgressBar = $HealthBar
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@onready var health_label: Label = $HealthBar/HealthLabel
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@onready var shield_bar: ProgressBar = $ShieldBar
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@onready var shield_label: Label = $ShieldBar/ShieldLabel
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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 ability_labels: Array[String] = ["1", "2", "3", "4", "P"]
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var effect_container: HBoxContainer = null
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func _ready() -> void:
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respawn_label.visible = false
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_create_effect_container()
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EventBus.health_changed.connect(_on_health_changed)
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EventBus.shield_changed.connect(_on_shield_changed)
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EventBus.entity_died.connect(_on_entity_died)
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EventBus.player_respawned.connect(_on_player_respawned)
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EventBus.role_changed.connect(_on_role_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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EventBus.effect_applied.connect(_on_effect_applied)
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EventBus.effect_expired.connect(_on_effect_expired)
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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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health_bar.max_value = max_val
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health_bar.value = current
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health_label.text = "%d/%d" % [current, max_val]
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func _on_shield_changed(entity: Node, current: float, max_val: float) -> void:
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if entity.name == "Player":
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shield_bar.max_value = max_val
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shield_bar.value = current
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shield_label.text = "%d/%d" % [current, max_val]
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func _on_entity_died(entity: Node) -> void:
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if entity.name == "Player":
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respawn_label.visible = true
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func _on_player_respawned(_player: Node) -> void:
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respawn_label.visible = false
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func _on_respawn_tick(timer: float) -> void:
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respawn_label.text = str(ceil(timer))
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func _on_role_changed(_player: Node, role_type: int) -> void:
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match role_type:
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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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func _create_effect_container() -> void:
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effect_container = HBoxContainer.new()
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effect_container.name = "EffectContainer"
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effect_container.position = Vector2(10, 60)
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effect_container.add_theme_constant_override("separation", 3)
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add_child(effect_container)
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func _on_effect_applied(target: Node, effect: Effect) -> void:
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if target.name != "Player":
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return
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var panel := _create_icon_panel(effect)
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var insert_idx: int = _get_sorted_index(effect.type)
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effect_container.add_child(panel)
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effect_container.move_child(panel, insert_idx)
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func _on_effect_expired(target: Node, effect: Effect) -> void:
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if target.name != "Player":
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return
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for child in effect_container.get_children():
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if child.has_meta("effect_type") and child.has_meta("effect_name"):
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if child.get_meta("effect_type") == effect.type and child.get_meta("effect_name") == effect.effect_name:
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child.queue_free()
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return
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func _get_sorted_index(type: int) -> int:
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var idx := 0
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for child in effect_container.get_children():
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if not child.has_meta("effect_type"):
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continue
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var child_type: int = child.get_meta("effect_type")
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if child_type <= type:
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idx += 1
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else:
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break
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return idx
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func _create_icon_panel(effect: Effect) -> PanelContainer:
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var panel := PanelContainer.new()
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var style := StyleBoxFlat.new()
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match effect.type:
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Effect.Type.AURA:
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style.bg_color = Color(0.15, 0.15, 0.3, 1)
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style.border_color = Color(0.3, 0.5, 1.0, 1)
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Effect.Type.BUFF:
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style.bg_color = Color(0.15, 0.3, 0.15, 1)
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style.border_color = Color(0.3, 1.0, 0.3, 1)
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Effect.Type.DEBUFF:
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style.bg_color = Color(0.3, 0.15, 0.15, 1)
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style.border_color = Color(1.0, 0.3, 0.3, 1)
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style.set_border_width_all(2)
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style.set_content_margin_all(2)
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panel.add_theme_stylebox_override("panel", style)
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var label := Label.new()
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label.text = effect.effect_name.left(1)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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label.add_theme_font_size_override("font_size", 14)
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label.add_theme_color_override("font_color", Color.WHITE)
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label.custom_minimum_size = Vector2(20, 20)
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panel.add_child(label)
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panel.custom_minimum_size = Vector2(24, 24)
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panel.set_meta("effect_type", effect.type)
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panel.set_meta("effect_name", effect.effect_name)
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return panel
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@@ -1 +0,0 @@
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uid://c4jhr8k4uwoy7
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@@ -1,7 +1,5 @@
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[gd_scene format=3]
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[ext_resource type="Script" path="res://scenes/hud/hud.gd" id="1"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_ability_active"]
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bg_color = Color(0.2, 0.2, 0.2, 0.8)
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border_width_bottom = 2
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@@ -34,8 +32,7 @@ bg_color = Color(0.1, 0.1, 0.3, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_shield_fill"]
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bg_color = Color(0.2, 0.5, 0.9, 1)
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[node name="HUD" type="CanvasLayer"]
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script = ExtResource("1")
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[node name="HUD" type="CanvasLayer" groups=["hud"]]
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[node name="HealthBar" type="ProgressBar" parent="."]
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offset_left = 10.0
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