added new health bar and new energy pip bar
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@@ -3,6 +3,7 @@ extends Node3D
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signal energy_spent(energy: int, type: Data.EnergyType)
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signal energy_recharged(energy: int, type: Data.EnergyType)
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signal energy_changed(energy: float)
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@export var stats: CardText
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@export var animator: AnimationPlayer
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@@ -50,11 +51,13 @@ func _process(delta: float) -> void:
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current_energy = max_energy
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recharging = false
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energy_recharged.emit(recharge_speed * delta, stats.energy_type)
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energy_changed.emit(current_energy)
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if time_since_firing < time_between_shots:
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time_since_firing += delta
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if trigger_held and stats.energy_type == Data.EnergyType.CONTINUOUS:
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current_energy -= delta
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energy_spent.emit(delta, stats.energy_type)
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energy_changed.emit(current_energy)
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@warning_ignore("unused_parameter")
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@@ -64,6 +67,7 @@ func _physics_process(delta: float) -> void:
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current_energy -= 1
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current_energy = floorf(current_energy)
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energy_spent.emit(1, stats.energy_type)
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energy_changed.emit(current_energy)
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time_since_firing -= time_between_shots
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shoot()
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networked_shoot.rpc()
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