Health and shield gauges

This commit is contained in:
Marco 2025-02-11 17:55:50 +01:00
commit 3682de18d5
14 changed files with 188 additions and 22 deletions

View file

@ -35,7 +35,6 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private AnimatedSprite2D _animatedSprite;
private Vector2 _movementDirection { get; set; }
private Vector2 _facingDirection { get; set; }
private Vector2 _rightStickInput { get; set; }
@ -43,6 +42,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private Sprite2D _crosshair;
[Export] public float MaxHealth = 32f;
[Export] public float MaxShield = 32f;
public Weapon EquippedWeapon { get; set; }
@ -51,6 +51,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
public int CurrentWeaponIndex { get; set; } = 0;
private float _currentHealth = 0f;
private float _currentShield = 0f;
private bool _isDestroyed = false;
@ -66,6 +67,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
[Signal]
public delegate void HealthChangedEventHandler(float newHealth, float MaxHealth);
[Signal]
public delegate void ShieldChangedEventHandler(float newShield, float maxShield);
[Signal]
public delegate void InteractableAreaEnteredEventHandler(Interactable interactable);
@ -86,11 +90,25 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
}
}
public float CurrentShield
{
get => _currentShield;
set
{
if (_currentShield != value)
{
_currentShield = value;
EmitSignal(nameof(ShieldChanged), _currentShield, MaxShield);
}
}
}
//private InventoryManager _inventoryManager;
public override void _Ready()
{
CurrentHealth = MaxHealth;
CurrentShield = MaxShield;
_animatedSprite = GetNode<AnimatedSprite2D>("./Smoothing2D/AnimatedSprite2D");
_crosshair = GetNode<Sprite2D>("./Smoothing2D/Crosshair");