added new health bar and new energy pip bar
This commit is contained in:
35
PCs/hero.gd
35
PCs/hero.gd
@@ -325,46 +325,23 @@ func equip_weapon(slot: int = 0) -> void:
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weapons[slot].visible = false
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right_hand.add_child(weapons[slot])
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if slot == 0:
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weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
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hud.new_energy_bar.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
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else:
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy)
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hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy
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hud.new_energy_bar.secondary_energy = weapons[slot].current_energy
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weapons[slot].energy_changed.connect(hud.set_energy_pips)
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hud.energy_pips.max_energy = weapons[slot].max_energy
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func stow_weapon(slot: int = 0) -> void:
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weapons[slot].release_trigger()
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weapons[slot].release_second_trigger()
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weapons[slot].visible = false
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weapons[slot].energy_spent.disconnect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_secondary_energy)
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hud.new_energy_bar.secondary_max_energy = weapons[slot].max_energy
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hud.new_energy_bar.secondary_energy = weapons[slot].current_energy
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weapons[slot].energy_changed.disconnect(hud.set_energy_pips)
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func show_weapon(slot: int = 0) -> void:
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weapons[slot].release_trigger()
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weapons[slot].release_second_trigger()
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weapons[slot].energy_recharged.disconnect(hud.new_energy_bar.gain_secondary_energy)
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weapons[slot].energy_spent.connect(hud.new_energy_bar.use_energy)
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weapons[slot].energy_recharged.connect(hud.new_energy_bar.gain_energy)
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weapons[slot].energy_changed.connect(hud.set_energy_pips)
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hud.set_weapon_energy(int(weapons[slot].current_energy), weapons[slot].stats.energy_type)
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hud.new_energy_bar.max_energy = weapons[slot].max_energy
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if weapons[slot].stats.energy_type == Data.EnergyType.CONTINUOUS:
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hud.new_energy_bar.enable_progress_bar()
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if weapons[slot].stats.energy_type == Data.EnergyType.DISCRETE:
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hud.new_energy_bar.create_discrete_icons(int(weapons[slot].max_energy))
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hud.new_energy_bar.use_energy(weapons[slot].max_energy - weapons[slot].current_energy, weapons[slot].stats.energy_type)
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var offhand: int = 0 if equipped_weapon == 1 else 1
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if !weapons[offhand]:
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hud.new_energy_bar.disable_secondary_energy()
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hud.energy_pips.max_energy = weapons[slot].max_energy
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func swap_weapons() -> void:
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@@ -390,10 +367,8 @@ func unequip_weapon(slot: int = 0) -> void:
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gauntlet_cards[slot].visible = false
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if slot == 0:
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hud.place_icon.visible = true
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hud.new_energy_bar.blank()
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else:
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hud.swap_icon.visible = true
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hud.new_energy_bar.disable_secondary_energy()
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weapons[slot].queue_free()
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weapons[slot] = null
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if !game_manager.card_gameplay:
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