35 lines
1.3 KiB
GDScript
35 lines
1.3 KiB
GDScript
extends Sprite3D
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@onready var viewport: SubViewport = $SubViewport
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@onready var health_bar: ProgressBar = $SubViewport/HealthBar
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@onready var shield_bar: ProgressBar = $SubViewport/ShieldBar
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@onready var border: ColorRect = $SubViewport/Border
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@onready var health: Node = get_parent().get_node("Health")
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@onready var shield: Node = get_parent().get_node("Shield")
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@onready var enemy: CharacterBody3D = get_parent()
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var style_normal: StyleBoxFlat
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var style_aggro: StyleBoxFlat
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func _ready() -> void:
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texture = viewport.get_texture()
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health_bar.max_value = health.max_health
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shield_bar.max_value = shield.max_shield
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border.visible = false
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style_normal = health_bar.get_theme_stylebox("fill").duplicate()
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style_aggro = style_normal.duplicate()
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style_aggro.bg_color = Color(0.2, 0.4, 0.9, 1)
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EventBus.target_changed.connect(_on_target_changed)
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func _process(_delta: float) -> void:
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health_bar.value = health.current_health
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shield_bar.value = shield.current_shield
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var player: Node = get_tree().get_first_node_in_group("player")
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if player and enemy.target == player:
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health_bar.add_theme_stylebox_override("fill", style_aggro)
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else:
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health_bar.add_theme_stylebox_override("fill", style_normal)
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func _on_target_changed(_player: Node, target: Node) -> void:
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border.visible = (target == get_parent())
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