using Godot; using System; public partial class PlayerUi : Control { private TextureRect[] _dashIcons = new TextureRect[3]; private TextureRect _enemyTarget; public enum TargetState { NoTarget, TargetTooFar, TargetInRange, } public record TargetProperties(TargetState State, Vector2 Position); public override void _Ready() { _dashIcons[0] = GetNode("%Dash1"); _dashIcons[1] = GetNode("%Dash2"); _dashIcons[2] = GetNode("%Dash3"); _enemyTarget = GetNode("%EnemyTarget"); } public void SetEnemyTargetProperties(TargetProperties targetProperties) { var (state, position) = targetProperties; var visible = state != TargetState.NoTarget; var modulation = state == TargetState.TargetInRange ? new Color("ffffff") : new Color("fc001c"); _enemyTarget.SetVisible(visible); _enemyTarget.SetPosition(position - _enemyTarget.Size / 2); _enemyTarget.SetModulate(modulation); } public void SetNumberOfDashesLeft(int numberOfDashes) { int index = 1; foreach (var dashIcon in _dashIcons) { dashIcon.SetVisible(index <= numberOfDashes); index++; } } }