complete project reorganization
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73
scenes/player_controller/PlayerUi.cs
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73
scenes/player_controller/PlayerUi.cs
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using Godot;
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using System;
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using Movementtests.interfaces;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
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public partial class PlayerUi : Control
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{
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private TextureRect[] _dashIcons = new TextureRect[3];
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private TextureRect _enemyTarget;
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private Healthbar _healthbar;
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public enum TargetState
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{
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NoTarget,
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TargetWouldNotKill,
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TargetWouldKill
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}
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public record TargetProperties(TargetState State, Vector2 Position);
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[Export]
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public Color WouldKillColor { get; set; } = new Color("009c8f");
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[Export]
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public Color WouldNotKillColor { get; set; } = new Color("fc001c");
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public override void _Ready()
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{
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_dashIcons[0] = GetNode<TextureRect>("%Dash1");
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_dashIcons[1] = GetNode<TextureRect>("%Dash2");
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_dashIcons[2] = GetNode<TextureRect>("%Dash3");
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_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
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_healthbar = GetNode<Healthbar>("%Healthbar");
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}
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public void Initialize(float initialHealth)
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{
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_healthbar.Initialize(initialHealth);
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}
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public void SetEnemyTargetProperties(TargetProperties targetProperties)
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{
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var (state, position) = targetProperties;
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var visible = state != TargetState.NoTarget;
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var modulation = state switch
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{
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TargetState.TargetWouldNotKill => WouldNotKillColor,
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TargetState.TargetWouldKill => WouldKillColor,
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_ => WouldNotKillColor
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};
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_enemyTarget.SetVisible(visible);
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_enemyTarget.SetPosition(position - _enemyTarget.Size / 2);
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_enemyTarget.SetModulate(modulation);
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}
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public void SetNumberOfDashesLeft(int numberOfDashes)
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{
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int index = 1;
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foreach (var dashIcon in _dashIcons)
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{
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dashIcon.SetVisible(index <= numberOfDashes);
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index++;
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}
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}
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public void OnHealthChanged(IHealthable healthable, HealthChangedRecord healthChanged)
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{
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_healthbar.CurrentHealth = healthChanged.CurrentHealth;
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}
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}
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