Fixed signals; removed most extra debug output. Still issues with
shieldbar showing accurate damage, but functionality of main branch restored.
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3 changed files with 8 additions and 3 deletions
4
ui.gd
4
ui.gd
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@ -21,12 +21,12 @@ func _on_shield_changed(max_value: int, old_value: int, new_value: int) -> void:
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print("Shield Depletion:", old_value, "-", new_value, " = ", shield_depletion)
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var tween = create_tween()
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tween.tween_property(shield_bar, "value", new_value - shield_depletion, .20).set_trans(Tween.TRANS_LINEAR)
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_on_shield_ui()
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_on_fx_shield_ui()
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func _on_shield_ui():
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func _on_fx_shield_ui():
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shader_active = true
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shield_bar.material.set_shader_parameter("toggle", 1.0)
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await get_tree().create_timer(1).timeout
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