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