Files
Decked-Out-Defense/UI/ShieldUI/shield_ui.gd

78 lines
2.6 KiB
GDScript

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 fading_enabled: bool = true
var health: int = 144
var current_cell_health: int = CELL_HEALTH
var fade_tween: Tween
var cell_tweens: Array[Tween] = []
func _ready() -> void:
for x: int in cells.size():
cell_tweens.append(null)
fade_timer.start()
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
if cell_tweens[current_cell - 1]:
cell_tweens[current_cell - 1].kill()
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)
if cell_tweens[current_cell - 1]:
cell_tweens[current_cell - 1].kill()
cell_tweens[current_cell - 1] = create_tween()
cell_tweens[current_cell - 1].tween_callback(func() -> void: hit_glow.visible = true)
cell_tweens[current_cell - 1].tween_interval(0.07)
cell_tweens[current_cell - 1].tween_callback(func() -> void: hit_glow.visible = false)
cell_tweens[current_cell - 1].tween_interval(0.07)
cell_tweens[current_cell - 1].tween_callback(func() -> void: hit_glow.visible = true)
cell_tweens[current_cell - 1].tween_callback(change_cell_color.bind(current_cell - 1, cell_level))
cell_tweens[current_cell - 1].tween_interval(0.07)
cell_tweens[current_cell - 1].tween_callback(func() -> void: hit_glow.visible = false)
fade_timer.start()
func change_cell_color(cell: int, color: int) -> void:
var cell_to_change: int = 15 - cell
if cell_to_change >= 0 and cell_to_change < cells.size():
cells[15 - cell].texture.region.position.x = 66.0 * color
func fade_out() -> void:
if fade_tween:
fade_tween.kill()
if fading_enabled:
fade_tween = create_tween()
fade_tween.tween_property(self, "modulate", Color8(255, 255, 255, 0), 1.0)