class_name ShieldUI extends Control @export var cells: Array[TextureRect] = [] @export var hit_glow: TextureRect @export var fade_timer: Timer const CELL_HEALTH: int = 9 var health: int = 144 var current_cell_health: int = CELL_HEALTH var fade_tween: Tween func take_damage(damage: int) -> void: if fade_tween: fade_tween.kill() fade_tween = null modulate = Color.WHITE var damage_to_deal_with: int = min(damage, current_cell_health) var remaining_damage: int = damage - damage_to_deal_with var current_cell: int = ceili(float(health) / CELL_HEALTH) health -= damage_to_deal_with current_cell_health -= damage_to_deal_with var cell_level: int = health % 9 if remaining_damage > 0: ## This cell should be empty because the damage overran the cell cell_level = 3 current_cell_health = CELL_HEALTH change_cell_color(current_cell - 1, cell_level) take_damage(remaining_damage) return elif current_cell_health == 0: cell_level = 3 current_cell_health = CELL_HEALTH elif cell_level > 0 and cell_level <= 3: ## This cell should be low health cell_level = 2 elif cell_level > 3 and cell_level <= 6: ## This cell should be half health cell_level = 1 else: ## This cell should be full health cell_level = 0 hit_glow.texture.region.position.x = 66.0 * (16 - current_cell) var tween: Tween = create_tween() tween.tween_callback(func() -> void: hit_glow.visible = true) tween.tween_interval(0.07) tween.tween_callback(func() -> void: hit_glow.visible = false) tween.tween_interval(0.07) tween.tween_callback(func() -> void: hit_glow.visible = true) tween.tween_callback(change_cell_color.bind(current_cell - 1, cell_level)) tween.tween_interval(0.07) tween.tween_callback(func() -> void: hit_glow.visible = false) fade_timer.start() func change_cell_color(cell: int, color: int) -> void: cells[15 - cell].texture.region.position.x = 66.0 * color func fade_out() -> void: if fade_tween: fade_tween.kill() fade_tween = create_tween() fade_tween.tween_property(self, "modulate", Color8(255, 255, 255, 0), 1.0)