Files
MovementTests/player_controller/PlayerUi.cs
Minimata 3525f0e3eb
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added a parry button and animation that lets player chose their enemy hit behaviour
2026-01-30 13:19:28 +01:00

74 lines
2.1 KiB
C#

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