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HUD_V1.gd
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HUD_V1.gd
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extends Control
var ye = load("res://yframework.gd").new()
var value_ownship_hull : float = 0
var value_ownship_shield : float = 0
var value_ownship_throttle : float = 0
# Setup camera button
var button_camera_event = InputEventAction.new()
onready var Data_Target = $Data_Target
onready var ProgressBar_Hull = $Data_Target/ProgressBar_Hull
onready var ProgressBar_Shield = $Data_Target/ProgressBar_Shield
onready var Data_Controls = $Data_Controls
onready var ProgressBar_WPN1 = $Data_Controls/ProgressBar_WPN1
onready var ProgressBar_WPN2 = $Data_Controls/ProgressBar_WPN2
var player
func _ready():
# Initialise dummy values (not functional yet)
value_ownship_hull = 100
value_ownship_shield = 50
value_ownship_throttle = 70
pass # Replace with function body.
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
_update_hud()
update_target_stats()
cam_btn_clicked()
pass
#end process
func cam_btn_clicked():
#||||||||||basicly simulate keyboard key to change cam view when cam btn is clicked
# If buttons are pressed, trigger event
# Parse generated event
Input.parse_input_event(button_camera_event)
button_camera_event.action = "camera_toggle"
# If pressed, set event to true
if ($Data_Buttons/Button_Camera.pressed == true):
button_camera_event.pressed = true
# If not pressed, set to false
else:
button_camera_event.pressed = false
pass
#end cam_btn_clicked
func update_target_stats():
#check if thers a player and it has a target
if !player:return
if !player.targ || !is_instance_valid(player.targ):return
if player.targ.get("is_flare"):return #make sure its not flare
var targ_data = player.targ.get_hull_and_shield()
ProgressBar_Hull.value = targ_data[0]
ProgressBar_Shield.value = targ_data[1]
pass
#end update_target_stats
func _update_hud():
#get player refrence
if !player:
var players = ye.get_by_type(self,"player")
if players[0]:player =players[0]
if !is_instance_valid(player):return
ProgressBar_WPN1.value = player.main_weapon.get_ammo_hud()
ProgressBar_WPN2.value = player.secondery_weapon.get_ammo_hud()
#boost bar
$Data_Boost/ProgressBar_Boost.value = player.boost_avail * 100
# Set ProgressBar values
$Data_Ship/ProgressBar_Hull.value = value_ownship_hull
$Data_Ship/ProgressBar_Shield.value = value_ownship_shield
$Data_Controls/ProgressBar_Throttle.value = player.get_throttle()
pass
#end _update_hud