# Combat UI: Unit Info Panel ## Overview Replace the current exit-button-only CombatUI with a unit info panel that displays the selected unit's name and HP. The panel appears in the bottom-left corner when a unit is selected and hides when deselected. ## Scene Structure ``` CombatUI (CanvasLayer) — script: scripts/combat_ui.gd └─ UnitPanel (PanelContainer) — anchored bottom-left, hidden by default └─ MarginContainer └─ VBoxContainer ├─ NameLabel (Label) — displays unit name └─ HPBar (ProgressBar) — displays current_hp / max_hp ``` - The existing exit button and its VBoxContainer are removed entirely. - The CombatUI CanvasLayer is preserved; its theme reference to `main_ui_theme.tres` stays. ## Layout - UnitPanel is anchored to the bottom-left of the viewport. - Margin of 8px from the left and bottom edges. - Panel width: ~200px (enough for name and HP bar). - Height: determined by contents. ## Behavior ### Unit Discovery CombatUI finds units by looking for nodes in the `"units"` group. Units must be added to this group — this is done in `unit.tscn` (scene-level group assignment) or in `unit.gd`'s `_ready()`. ### Signal Connection On `_ready()`, CombatUI: 1. Calls `get_tree().get_nodes_in_group("units")` to find all current units. 2. Connects each unit's `unit_selected_changed(unit: Unit, selected: bool)` signal to a handler. ### Selection Handling When `unit_selected_changed` is received: - If `selected == true`: populate NameLabel with `unit.current_info.name`, set HPBar's `max_value` to `unit.current_stats.max_hp` and `value` to `unit.current_stats.current_hp`, show UnitPanel. - If `selected == false`: hide UnitPanel. ### Edge Cases - If no units exist in the group at ready time, the panel simply stays hidden. - If a unit is removed from the scene (e.g., defeated), the signal disconnects naturally with the node. The panel hides if that unit was selected. ## Files Changed | File | Change | |------|--------| | `prefabs/combat_ui.tscn` | Remove exit button/VBoxContainer. Add UnitPanel with NameLabel and HPBar. Attach new script. | | `scripts/combat_ui.gd` | New script: connects to unit signals, shows/hides panel, populates data. | | `prefabs/unit.tscn` | Add the node to the `"units"` group. | ## Styling Uses the existing `main_ui_theme.tres` applied at the CombatUI or UnitPanel level. No new theme resources needed. ## Out of Scope - Full stat display (ATK, DEF, etc.) — future expansion. - Animations (fade/slide) — instant show/hide only. - Pause menu / exit button — separate future feature. - HP bar color theming — uses default ProgressBar style from theme.