extends VBoxContainer # Copyright (c) 2019-2020 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. export (NodePath) var texture_rect_path : NodePath export (NodePath) var tooltip_node_path : NodePath export (NodePath) var time_label_path : NodePath export (NodePath) var magic_bg_path : NodePath export (NodePath) var bleed_bg_path : NodePath export (NodePath) var poison_bg_path : NodePath export (NodePath) var physical_bg_path : NodePath export (NodePath) var curse_bg_path : NodePath var texture_rect : TextureRect var tooltip_node : Control var time_label : Label var magic_bg : Node var bleed_bg : Node var poison_bg : Node var physical_bg : Node var curse_bg : Node var aura_data : AuraData func _ready(): set_process(false) texture_rect = get_node(texture_rect_path) as TextureRect tooltip_node = get_node(tooltip_node_path) as Control time_label = get_node(time_label_path) as Label magic_bg = get_node(magic_bg_path) as Node bleed_bg = get_node(bleed_bg_path) as Node poison_bg = get_node(poison_bg_path) as Node physical_bg = get_node(physical_bg_path) as Node curse_bg = get_node(curse_bg_path) as Node func _process(delta): # if not aura_data.is_timed: # return time_label.text = str(int(aura_data.remaining_time)) + "s" if (aura_data.remaining_time <= 0): queue_free() func set_aura_data(paura_data : AuraData): aura_data = paura_data if aura_data.is_timed: set_process(true) time_label.text = str(aura_data.remaining_time) else: set_process(false) time_label.text = "" tooltip_node.hint_tooltip = aura_data.aura.text_description texture_rect.texture = aura_data.aura.icon if aura_data.aura.debuff: var aura_type : int = aura_data.aura.aura_type if aura_type == SpellEnums.AURA_TYPE_MAGIC: magic_bg.visible = true elif aura_type == SpellEnums.AURA_TYPE_BLEED: bleed_bg.visible = true elif aura_type == SpellEnums.AURA_TYPE_CURSE: curse_bg.visible = true elif aura_type == SpellEnums.AURA_TYPE_PHYSICAL: physical_bg.visible = true elif aura_type == SpellEnums.AURA_TYPE_POISON: poison_bg.visible = true func get_aura_data() -> AuraData: return aura_data