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