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33
scripts/combat_ui.gd
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33
scripts/combat_ui.gd
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class_name CombatUI extends CanvasLayer
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@onready var unit_panel: PanelContainer = %UnitPanel
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@onready var name_label: Label = %NameLabel
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@onready var hp_bar: ProgressBar = %HPBar
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var _selected_unit: Unit
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func _ready() -> void:
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unit_panel.visible = false
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for unit: Unit in get_tree().get_nodes_in_group("units"):
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unit.unit_selected_changed.connect(_on_unit_selected_changed)
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get_tree().node_added.connect(_on_node_added)
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func _on_node_added(node: Node) -> void:
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if node is Unit and node.is_in_group("units"):
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node.unit_selected_changed.connect(_on_unit_selected_changed)
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func _process(_delta: float) -> void:
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if _selected_unit:
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hp_bar.max_value = _selected_unit.current_stats.max_hp
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hp_bar.value = _selected_unit.current_stats.current_hp
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func _on_unit_selected_changed(unit: Unit, selected: bool) -> void:
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if selected:
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_selected_unit = unit
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name_label.text = unit.current_info.name
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hp_bar.max_value = unit.current_stats.max_hp
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hp_bar.value = unit.current_stats.current_hp
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unit_panel.visible = true
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else:
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_selected_unit = null
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unit_panel.visible = false
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