broken_seals/game/ui/castbar/Castbar.gd

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2019-11-20 14:30:34 +01:00
extends MarginContainer
2019-12-22 19:20:38 +01:00
# Copyright (c) 2019 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
2019-11-20 14:30:34 +01:00
export (NodePath) var progress_bar_path
export (NodePath) var label_path
var progress_bar : ProgressBar
var label : Label
var player : Entity = null
var spell_cast_info : SpellCastInfo = null
func _ready() -> void:
progress_bar = get_node(progress_bar_path)
progress_bar.min_value = 0
label = get_node(label_path)
hide()
set_process(false)
func _process(delta: float) -> void:
if not spell_cast_info.is_casting:
hide()
set_process(false)
progress_bar.value = spell_cast_info.current_cast_time
func set_player(p_player: Entity) -> void:
if not player == null:
player.disconnect("ccast_started", self, "_ccast_started")
player.disconnect("ccast_failed", self, "_ccast_failed")
player.disconnect("ccast_finished", self, "_ccast_finished")
player.disconnect("ccast_interrupted", self, "_ccast_interrupted")
player = p_player
player.connect("ccast_started", self, "_ccast_started")
player.connect("ccast_failed", self, "_ccast_failed")
player.connect("ccast_finished", self, "_ccast_finished")
player.connect("ccast_interrupted", self, "_ccast_interrupted")
func _ccast_started(pspell_cast_info: SpellCastInfo) -> void:
set_process(true)
spell_cast_info = pspell_cast_info
label.text = spell_cast_info.spell.get_name()
progress_bar.value = spell_cast_info.current_cast_time
progress_bar.max_value = spell_cast_info.cast_time
show()
func _ccast_failed(pspell_cast_info: SpellCastInfo) -> void:
set_process(false)
hide()
func _ccast_finished(pspell_cast_info: SpellCastInfo) -> void:
set_process(false)
hide()
func _ccast_interrupted(pspell_cast_info: SpellCastInfo) -> void:
set_process(false)
hide()