class_name CombatUI extends CanvasLayer signal fight_confirmed(proposal: CombatProposal) signal fight_cancelled @onready var unit_panel: PanelContainer = %UnitPanel @onready var name_label: Label = %NameLabel @onready var hp_bar: ProgressBar = %HPBar @onready var background_tint: ColorRect = %BackgroundTint @onready var proposal_panel: PanelContainer = %CombatProposalPanel @onready var atk_name_label: Label = %AttackerNameLabel @onready var atk_hp_bar: ProgressBar = %AttackerHPBar @onready var atk_atk_label: Label = %AttackerATKLabel @onready var atk_def_label: Label = %AttackerDEFLabel @onready var atk_hit_label: Label = %AttackerHITLabel @onready var atk_spd_label: Label = %AttackerSPDLabel @onready var def_name_label: Label = %DefenderNameLabel @onready var def_hp_bar: ProgressBar = %DefenderHPBar @onready var def_atk_label: Label = %DefenderATKLabel @onready var def_def_label: Label = %DefenderDEFLabel @onready var def_hit_label: Label = %DefenderHITLabel @onready var def_spd_label: Label = %DefenderSPDLabel @onready var fight_button: Button = %FightButton @onready var cancel_button: Button = %CancelButton var _selected_unit: Unit var _current_proposal: CombatProposal func _ready() -> void: unit_panel.visible = false proposal_panel.visible = false fight_button.pressed.connect(_on_fight_pressed) cancel_button.pressed.connect(_on_cancel_pressed) for unit: Unit in get_tree().get_nodes_in_group("units"): unit.unit_selected_changed.connect(_on_unit_selected_changed) unit.unit_died.connect(_on_unit_died) get_tree().node_added.connect(_on_node_added) func _on_node_added(node: Node) -> void: if node is Unit and node.is_in_group("units"): if not node.unit_selected_changed.is_connected(_on_unit_selected_changed): node.unit_selected_changed.connect(_on_unit_selected_changed) if not node.unit_died.is_connected(_on_unit_died): node.unit_died.connect(_on_unit_died) func _on_unit_died(unit: Unit) -> void: if _selected_unit == unit: _selected_unit = null unit_panel.visible = false if _current_proposal: if _current_proposal.attacker.unit == unit or _current_proposal.defender.unit == unit: _hide_proposal() func _process(_delta: float) -> void: if _selected_unit and is_instance_valid(_selected_unit): hp_bar.max_value = _selected_unit.current_stats.max_hp hp_bar.value = _selected_unit.current_stats.current_hp func _unhandled_input(event: InputEvent) -> void: if proposal_panel.visible and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT: _hide_proposal() fight_cancelled.emit() get_viewport().set_input_as_handled() func _on_unit_selected_changed(unit: Unit, selected: bool) -> void: if selected: _selected_unit = unit name_label.text = unit.current_info.name hp_bar.max_value = unit.current_stats.max_hp hp_bar.value = unit.current_stats.current_hp unit_panel.visible = true else: _selected_unit = null unit_panel.visible = false func show_proposal(proposal: CombatProposal) -> void: _current_proposal = proposal var atk := proposal.attacker var def := proposal.defender atk_name_label.text = atk.unit.current_info.name atk_hp_bar.max_value = atk.max_hp atk_hp_bar.value = atk.hp atk_atk_label.text = "ATK: %d" % atk.atk atk_def_label.text = "DEF: %d" % atk.def atk_hit_label.text = "HIT: %d%%" % atk.hit atk_spd_label.text = "SPD: %d" % atk.spd def_name_label.text = def.unit.current_info.name def_hp_bar.max_value = def.max_hp def_hp_bar.value = def.hp def_atk_label.text = "ATK: %d" % def.atk def_def_label.text = "DEF: %d" % def.def def_hit_label.text = "HIT: %d%%" % def.hit def_spd_label.text = "SPD: %d" % def.spd background_tint.visible = true proposal_panel.visible = true func _hide_proposal() -> void: background_tint.visible = false proposal_panel.visible = false _current_proposal = null func _on_fight_pressed() -> void: if _current_proposal: var proposal := _current_proposal _hide_proposal() fight_confirmed.emit(proposal) func _on_cancel_pressed() -> void: _hide_proposal() fight_cancelled.emit()