74 lines
2.1 KiB
C#
74 lines
2.1 KiB
C#
using Godot;
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using System;
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Gamesmiths.Forge.Attributes;
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using Gamesmiths.Forge.Core;
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using Gamesmiths.Forge.Cues;
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using Gamesmiths.Forge.Godot.Core;
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using Gamesmiths.Forge.Tags;
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[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png"), Meta(typeof(IAutoNode))]
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public partial class ResourceBar : ProgressBar
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node("DamageCatchUp")] public required Timer DamageCatchUp { get; set; }
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[Node("Damagebar")] public required ProgressBar DamageBar { get; set; }
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[Export] public StyleBox? BarStyle;
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private float _currentValue;
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public float CurrentValue
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{
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get => _currentValue;
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set => SetValue(value);
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}
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public void OnReady()
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{
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DamageCatchUp.Timeout += OnDamageCatchUp;
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Visible = false;
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if (BarStyle != null)
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AddThemeStyleboxOverride("fill", BarStyle);
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}
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public void Init(EntityAttribute attribute)
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{
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_currentValue = attribute.BaseValue;
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// Should be Max but it's bugged
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// Therefore we just assume that the base value is the max value, i.e. entities spawn at full health
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MaxValue = attribute.BaseValue; // MaxValue = attribute.Max;
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Value = attribute.BaseValue;
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DamageBar.MaxValue = attribute.Max;
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DamageBar.Value = attribute.BaseValue;
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attribute.OnValueChanged += (entityAttribute, i) => CurrentValue = entityAttribute.CurrentValue;
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}
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public void SetValue(float newValue)
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{
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var previousValue = _currentValue;
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_currentValue = Mathf.Min(newValue, (float) MaxValue);
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_currentValue = newValue;
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Value = _currentValue;
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Visible = _currentValue < MaxValue;
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if (_currentValue < previousValue)
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{
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DamageCatchUp.Start();
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}
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else
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{
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DamageBar.Value = _currentValue;
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}
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}
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public void OnDamageCatchUp()
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{
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DamageBar.Value = _currentValue;
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}
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}
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