mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-11-14 22:47:19 +01:00
96 lines
3.1 KiB
GDScript3
96 lines
3.1 KiB
GDScript3
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extends VBoxContainer
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# Copyright (c) 2019-2021 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export (NodePath) var texture_rect_path : NodePath
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export (NodePath) var tooltip_node_path : NodePath
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export (NodePath) var time_label_path : NodePath
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export (NodePath) var magic_bg_path : NodePath
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export (NodePath) var bleed_bg_path : NodePath
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export (NodePath) var poison_bg_path : NodePath
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export (NodePath) var physical_bg_path : NodePath
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export (NodePath) var curse_bg_path : NodePath
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var texture_rect : TextureRect
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var tooltip_node : Control
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var time_label : Label
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var magic_bg : Node
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var bleed_bg : Node
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var poison_bg : Node
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var physical_bg : Node
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var curse_bg : Node
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var aura_data : AuraData
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func _ready():
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set_process(false)
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texture_rect = get_node(texture_rect_path) as TextureRect
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tooltip_node = get_node(tooltip_node_path) as Control
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time_label = get_node(time_label_path) as Label
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magic_bg = get_node(magic_bg_path) as Node
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bleed_bg = get_node(bleed_bg_path) as Node
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poison_bg = get_node(poison_bg_path) as Node
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physical_bg = get_node(physical_bg_path) as Node
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curse_bg = get_node(curse_bg_path) as Node
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func _process(delta):
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# if not aura_data.is_timed:
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# return
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time_label.text = str(int(aura_data.remaining_time)) + "s"
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if (aura_data.remaining_time <= 0):
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queue_free()
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func set_aura_data(paura_data : AuraData):
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aura_data = paura_data
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if aura_data.is_timed:
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set_process(true)
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time_label.text = str(aura_data.remaining_time)
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else:
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set_process(false)
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time_label.text = ""
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tooltip_node.hint_tooltip = aura_data.aura.aura_text_description
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texture_rect.texture = aura_data.aura.icon
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if aura_data.aura.aura_debuff:
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var aura_type : int = aura_data.aura.aura_type
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if aura_type == SpellEnums.AURA_TYPE_MAGIC:
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magic_bg.visible = true
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elif aura_type == SpellEnums.AURA_TYPE_BLEED:
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bleed_bg.visible = true
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elif aura_type == SpellEnums.AURA_TYPE_CURSE:
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curse_bg.visible = true
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elif aura_type == SpellEnums.AURA_TYPE_PHYSICAL:
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physical_bg.visible = true
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elif aura_type == SpellEnums.AURA_TYPE_POISON:
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poison_bg.visible = true
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func get_aura_data() -> AuraData:
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return aura_data
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