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No commits in common. "ae34cb934adbb2e63211765862f7e892aa01c46f" and "6c41810add506469efcf1f252f5d980dca8d675d" have entirely different histories.
ae34cb934a
...
6c41810add
16 changed files with 4 additions and 368 deletions
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dtggedl0127vk"
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path="res://.godot/imported/stock.png-0cb798b4967b33f195d444f0ce113e61.ctex"
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metadata={
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[deps]
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source_file="res://graphics/stock.png"
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dest_files=["res://.godot/imported/stock.png-0cb798b4967b33f195d444f0ce113e61.ctex"]
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[params]
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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||||||
compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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||||||
compress/channel_pack=0
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||||||
mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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||||||
process/normal_map_invert_y=false
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||||||
process/hdr_as_srgb=false
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||||||
process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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BIN
graphics/tri.png
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graphics/tri.png
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cne450xyao5xl"
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||||||
path="res://.godot/imported/tri.png-6a3868cfc07d960f5a88b231524dc08e.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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||||||
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source_file="res://graphics/tri.png"
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dest_files=["res://.godot/imported/tri.png-6a3868cfc07d960f5a88b231524dc08e.ctex"]
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[params]
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||||||
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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||||||
process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://b34vaaw3u84ae"
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path="res://.godot/imported/vanguard.png-294c61db0141993beb875af311f8a1e3.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://graphics/vanguard.png"
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dest_files=["res://.godot/imported/vanguard.png-294c61db0141993beb875af311f8a1e3.ctex"]
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[params]
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||||||
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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||||||
mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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||||||
process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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@ -15,10 +15,6 @@ run/main_scene="uid://bj4fytc3sy482"
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config/features=PackedStringArray("4.7", "Forward Plus")
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config/features=PackedStringArray("4.7", "Forward Plus")
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||||||
config/icon="res://icon.svg"
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config/icon="res://icon.svg"
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||||||
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||||||
[autoload]
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EventBus="*uid://bv56i5pud2p3x"
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||||||
[display]
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[display]
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||||||
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window/size/viewport_width=208
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window/size/viewport_width=208
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@ -10,7 +10,7 @@ bullet_scene = ExtResource("1_lcw6o")
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damage = 2
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damage = 2
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speed = 500
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speed = 500
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spacing = 25.0
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spacing = 25.0
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origin = -15
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origin = -12
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horizontal_offset = 10.0
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horizontal_offset = 10.0
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||||||
stagger_offset = 0.35
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stagger_offset = 0.35
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||||||
metadata/_custom_type_script = "uid://7n1itonn35fm"
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metadata/_custom_type_script = "uid://7n1itonn35fm"
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||||||
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@ -1,39 +0,0 @@
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||||||
[gd_scene format=3 uid="uid://c3scm07fgpkcp"]
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||||||
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||||||
[ext_resource type="Script" uid="uid://3a0cypjsx5cq" path="res://scripts/notification_display.gd" id="1"]
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||||||
[ext_resource type="Texture2D" uid="uid://dtggedl0127vk" path="res://graphics/stock.png" id="2_nqp5d"]
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||||||
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||||||
[node name="NotificationDisplay" type="Control" unique_id=1 node_paths=PackedStringArray("icon", "label")]
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layout_mode = 3
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anchors_preset = 0
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||||||
script = ExtResource("1")
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||||||
icon = NodePath("HBoxContainer/Icon")
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||||||
label = NodePath("HBoxContainer/Label")
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||||||
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||||||
[node name="HBoxContainer" type="HBoxContainer" parent="." unique_id=228546504]
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||||||
layout_mode = 0
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||||||
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||||||
[node name="Icon" type="TextureRect" parent="HBoxContainer" unique_id=3]
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||||||
custom_minimum_size = Vector2(16, 16)
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||||||
custom_maximum_size = Vector2(16, 16)
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||||||
propagate_maximum_size = true
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||||||
layout_mode = 2
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||||||
size_flags_horizontal = 0
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||||||
texture = ExtResource("2_nqp5d")
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||||||
stretch_mode = 1
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||||||
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||||||
[node name="Label" type="Label" parent="HBoxContainer" unique_id=4]
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||||||
layout_mode = 2
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||||||
size_flags_horizontal = 0
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||||||
text = "Weapon name"
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||||||
vertical_alignment = 1
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uppercase = true
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||||||
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||||||
[node name="Background" type="ColorRect" parent="." unique_id=2]
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||||||
z_index = -1
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||||||
layout_mode = 0
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||||||
anchor_right = 1.0
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||||||
anchor_bottom = 1.0
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||||||
grow_horizontal = 2
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||||||
grow_vertical = 2
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||||||
color = Color(0.4117647, 0.4117647, 0.41568628, 1)
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||||||
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@ -1,21 +1,15 @@
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||||||
[gd_scene format=3 uid="uid://bj4fytc3sy482"]
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[gd_scene format=3 uid="uid://bj4fytc3sy482"]
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||||||
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||||||
[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
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[ext_resource type="PackedScene" uid="uid://14fhj8834pkq" path="res://scenes/ui.tscn" id="1_nnsk1"]
|
||||||
[ext_resource type="Script" uid="uid://boce4kgerpff2" path="res://scripts/notification_manager.gd" id="2_k0juu"]
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||||||
[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
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[ext_resource type="Texture2D" uid="uid://b3dqvd23nbmrm" path="res://graphics/cloud layers.png" id="3_4wyf3"]
|
||||||
[ext_resource type="PackedScene" uid="uid://c3scm07fgpkcp" path="res://scenes/notification_display.tscn" id="3_71j4m"]
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||||||
[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
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[ext_resource type="PackedScene" uid="uid://6wq3ynesnsha" path="res://scenes/player.tscn" id="3_k0juu"]
|
||||||
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||||||
[node name="World" type="Node2D" unique_id=1317852169]
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[node name="World" type="Node2D" unique_id=1317852169]
|
||||||
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||||||
[node name="UI" parent="." unique_id=480295610 instance=ExtResource("1_nnsk1")]
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||||||
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||||||
[node name="NotificationManager" type="Node" parent="UI" unique_id=1222543367]
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||||||
script = ExtResource("2_k0juu")
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|
||||||
notification_scene = ExtResource("3_71j4m")
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||||||
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||||||
[node name="Level" type="Node2D" parent="." unique_id=934289771]
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[node name="Level" type="Node2D" parent="." unique_id=934289771]
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||||||
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||||||
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[node name="UI" parent="Level" unique_id=480295610 instance=ExtResource("1_nnsk1")]
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||||||
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||||||
[node name="Background" type="Node2D" parent="Level" unique_id=485120278]
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[node name="Background" type="Node2D" parent="Level" unique_id=485120278]
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||||||
z_index = -1
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z_index = -1
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||||||
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||||||
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@ -2,6 +2,5 @@ extends Node
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||||||
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||||||
@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
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@warning_ignore_start("unused_signal") # since otherwise Godot will throw a warning that the signal is unused in current scope
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||||||
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||||||
signal weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float)
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||||||
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||||||
@warning_ignore_restore("unused_signal")
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@warning_ignore_restore("unused_signal") # put any future signals you add between the two ignore annotations
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||||||
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@ -1,158 +0,0 @@
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class_name NotificationDisplay extends Control
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||||||
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||||||
@export var icon: TextureRect
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||||||
@export var label: Label
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@onready var _container: HBoxContainer = $HBoxContainer
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var _player: Node2D = null
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||||||
var _sprite_size: Vector2 = Vector2.ZERO
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||||||
var _origin_offset: float = 0.0
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||||||
var _follow_player: bool = false
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||||||
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||||||
var _connector_line: Line2D = null
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||||||
var _connector_visible: bool = false
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||||||
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||||||
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||||||
func show_notification(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void:
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label.add_theme_font_size_override("font_size", 8)
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label.text = weapon_name
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||||||
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||||||
# Auto-load icon from graphics folder matching the weapon name
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||||||
var icon_path = "res://graphics/" + weapon_name.to_lower() + ".png"
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||||||
if ResourceLoader.exists(icon_path):
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||||||
icon.texture = load(icon_path)
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||||||
else:
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||||||
icon.texture = null
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||||||
_player = player_node
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_player.tree_exiting.connect(queue_free)
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_sprite_size = player_sprite_size
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_origin_offset = origin_offset
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_follow_player = false # Disable movement for testing
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||||||
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||||||
# Wait one frame for layout to resolve shrink-to-fit widths
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||||||
await get_tree().process_frame
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||||||
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||||||
# Use container's natural width, but fix height at 16px
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||||||
size = Vector2(_container.size.x, 16.0)
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||||||
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||||||
# Calculate target position
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_update_position()
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||||||
var target_pos = position
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||||||
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||||||
# Start 10px above destination, fully transparent
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||||||
position.y = target_pos.y - 10.0
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||||||
modulate.a = 0.0
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||||||
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||||||
# Pause following during fade-in so the tween isn't overridden by _process
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||||||
_follow_player = false
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||||||
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||||||
# Fade in and slide into position with overshoot
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||||||
var tween = create_tween().set_parallel()
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||||||
tween.tween_property(self, "modulate:a", 1.0, 0.3)
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||||||
var move_tween = tween.tween_property(self, "position:y", target_pos.y, 0.3)
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||||||
move_tween.set_trans(Tween.TRANS_ELASTIC).set_ease(Tween.EASE_OUT)
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|
||||||
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|
||||||
# Wait for fade-in to finish, then resume following
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||||||
await tween.finished
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||||||
_follow_player = true
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||||||
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|
||||||
# Create connector line from notification to player origin
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|
||||||
_connector_line = Line2D.new()
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||||||
_connector_line.default_color = Color.WHITE
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||||||
_connector_line.width = 1.0
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|
||||||
add_child(_connector_line)
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|
||||||
_connector_visible = true
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||||||
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|
||||||
# Stay fully visible for a moment before fading
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|
||||||
await get_tree().create_timer(0.5).timeout
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|
||||||
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|
||||||
# Record current position as the fade-out starting point
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|
||||||
await get_tree().process_frame
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|
||||||
var fade_start_y = position.y
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|
||||||
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|
||||||
# Fade out and drift downward with steady acceleration
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||||||
_follow_player = false
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||||||
var fade_out = create_tween().set_parallel()
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||||||
fade_out.tween_property(self, "modulate:a", 0.0, .35)
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|
||||||
var drift = fade_out.tween_property(self, "position:y", fade_start_y + 7, .3)
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|
||||||
drift.set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_IN)
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||||||
await fade_out.finished
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|
||||||
queue_free()
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|
||||||
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|
||||||
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|
||||||
func _process(_delta: float) -> void:
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|
||||||
if _follow_player and _player:
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|
||||||
_update_position()
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||||||
if _connector_visible and _player:
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|
||||||
_update_connector()
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||||||
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||||||
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|
||||||
func _update_position() -> void:
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|
||||||
if _player == null:
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||||||
return
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|
||||||
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|
||||||
var player_pos = _player.position
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|
||||||
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|
||||||
# Y position uses the weapon origin offset from player center
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||||||
var notif_y = player_pos.y + _origin_offset - (size.y / 2.0)
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||||||
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||||||
# X position is 10px to the right of player's sprite edge
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||||||
var right_edge = player_pos.x + (_sprite_size.x / 2.0)
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||||||
var notif_x = right_edge + 10.0
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|
||||||
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|
||||||
var is_flipped = false
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||||||
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|
||||||
# Clamp to screen bounds — flip to left if it would go off-screen right
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|
||||||
var viewport_size = get_viewport_rect().size
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|
||||||
if notif_x + size.x > viewport_size.x:
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|
||||||
is_flipped = true
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|
||||||
var left_edge = player_pos.x - (_sprite_size.x / 2.0)
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|
||||||
notif_x = left_edge - 10.0 - size.x
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|
||||||
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|
||||||
# Swap icon/label order so the icon is always closest to the player
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|
||||||
if is_flipped:
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|
||||||
_container.move_child(label, 0)
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|
||||||
_container.move_child(icon, 1)
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|
||||||
else:
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|
||||||
_container.move_child(icon, 0)
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|
||||||
_container.move_child(label, 1)
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|
||||||
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|
||||||
# Final clamp: ensure the entire notification is within screen bounds
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|
||||||
notif_x = clamp(notif_x, 0, viewport_size.x - size.x)
|
|
||||||
notif_y = clamp(notif_y, 0, viewport_size.y - size.y)
|
|
||||||
|
|
||||||
position = Vector2(notif_x, notif_y)
|
|
||||||
|
|
||||||
|
|
||||||
func _update_connector() -> void:
|
|
||||||
if _connector_line == null or _player == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
# Icon position in the notification's local space
|
|
||||||
var icon_pos = _container.position + icon.position
|
|
||||||
var icon_mid_y = icon_pos.y + icon.size.y / 2.0
|
|
||||||
|
|
||||||
# Point 0: edge of the container closest to the icon, at icon's vertical midpoint
|
|
||||||
var point0: Vector2
|
|
||||||
var direction: float
|
|
||||||
|
|
||||||
if _container.get_child(0) == icon:
|
|
||||||
# Icon on the left (not flipped) — container's left edge, line goes left toward player
|
|
||||||
point0 = Vector2(_container.position.x, icon_mid_y)
|
|
||||||
direction = -1.0
|
|
||||||
else:
|
|
||||||
# Icon on the right (flipped) — container's right edge, line goes right toward player
|
|
||||||
point0 = Vector2(_container.position.x + _container.size.x, icon_mid_y)
|
|
||||||
direction = 1.0
|
|
||||||
|
|
||||||
# Point 1: 8px straight from point 0 toward the player
|
|
||||||
const SEGMENT_ORIGIN: float = 8.0 # length of initial segment from origin
|
|
||||||
var point1 = Vector2(point0.x + SEGMENT_ORIGIN * direction, icon_mid_y)
|
|
||||||
|
|
||||||
# Point 2: player's origin + ENDPOINT_OFFSET, converted to notification's local space
|
|
||||||
const ENDPOINT_OFFSET = Vector2(4, 7) # offset from player's origin to connector endpoint
|
|
||||||
var target = _player.position + Vector2(+ENDPOINT_OFFSET.x, _origin_offset + ENDPOINT_OFFSET.y)
|
|
||||||
var point2 = target - position
|
|
||||||
|
|
||||||
_connector_line.points = PackedVector2Array([point0, point1, point2])
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://3a0cypjsx5cq
|
|
||||||
|
|
@ -1,23 +0,0 @@
|
||||||
class_name NotificationManager extends Node
|
|
||||||
|
|
||||||
@export var notification_scene: PackedScene
|
|
||||||
|
|
||||||
var _active_notification: NotificationDisplay = null
|
|
||||||
|
|
||||||
func _ready() -> void:
|
|
||||||
EventBus.weapon_changed.connect(_on_weapon_changed)
|
|
||||||
|
|
||||||
|
|
||||||
func _on_weapon_changed(weapon_name: String, player_node: Node2D, player_sprite_size: Vector2, origin_offset: float) -> void:
|
|
||||||
if notification_scene == null:
|
|
||||||
return
|
|
||||||
|
|
||||||
# Free any existing notification so the new one can fade in cleanly
|
|
||||||
if _active_notification:
|
|
||||||
_active_notification.queue_free()
|
|
||||||
_active_notification = null
|
|
||||||
|
|
||||||
var notification = notification_scene.instantiate()
|
|
||||||
add_child(notification)
|
|
||||||
_active_notification = notification
|
|
||||||
notification.show_notification(weapon_name, player_node, player_sprite_size, origin_offset)
|
|
||||||
|
|
@ -1 +0,0 @@
|
||||||
uid://boce4kgerpff2
|
|
||||||
|
|
@ -15,13 +15,6 @@ func _ready() -> void:
|
||||||
return
|
return
|
||||||
|
|
||||||
|
|
||||||
func _emit_weapon_changed() -> void:
|
|
||||||
var ship: Sprite2D = get_parent().get_node("Ship")
|
|
||||||
var sprite_size = ship.get_rect().size
|
|
||||||
var origin_offset = weapon_data.origin if weapon_data else 0.0
|
|
||||||
EventBus.weapon_changed.emit(weapon_data.shot_name, get_parent(), sprite_size, origin_offset)
|
|
||||||
|
|
||||||
|
|
||||||
func get_bullet_scene() -> PackedScene:
|
func get_bullet_scene() -> PackedScene:
|
||||||
return weapon_data.bullet_scene if weapon_data else null
|
return weapon_data.bullet_scene if weapon_data else null
|
||||||
|
|
||||||
|
|
@ -34,8 +27,6 @@ func select_weapon_by_name(name: String) -> bool:
|
||||||
_current_weapon_index = i
|
_current_weapon_index = i
|
||||||
weapon_data = available_weapons[i]
|
weapon_data = available_weapons[i]
|
||||||
print("Switched to: ", name)
|
print("Switched to: ", name)
|
||||||
|
|
||||||
_emit_weapon_changed()
|
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
|
|
@ -48,5 +39,3 @@ func cycle_weapon() -> void: # Used for testing weapon cycling
|
||||||
_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
|
_current_weapon_index = (_current_weapon_index + 1) % available_weapons.size()
|
||||||
weapon_data = available_weapons[_current_weapon_index]
|
weapon_data = available_weapons[_current_weapon_index]
|
||||||
print("Switched to: ", weapon_data.shot_name)
|
print("Switched to: ", weapon_data.shot_name)
|
||||||
|
|
||||||
_emit_weapon_changed()
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue