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🐛 use 8-bit integer for synced health, damage scaling and display updates
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parent
f1df203a76
commit
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10 changed files with 107 additions and 101 deletions
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@ -8,6 +8,7 @@ render_priority = 0
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shader = ExtResource("1_07e5d")
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[sub_resource type="QuadMesh" id="QuadMesh_fwm7g"]
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resource_local_to_scene = true
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material = SubResource("ShaderMaterial_4quui")
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size = Vector2(1, 0.1)
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@ -12,8 +12,8 @@
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#
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# You should have received a copy of the GNU General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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## A progress bar using a single quad mesh and a shader.
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@tool
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## An efficient progress bar in 3D using a quad mesh and a shader.
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class_name ProgressBar3D extends MeshInstance3D
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## Emitted when value has been changed.
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@ -22,36 +22,53 @@ signal value_changed(new_value : float)
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const progress_bar_shader : VisualShader = preload(
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"res://interfaces/progress_bar/resources/visual_shader.res")
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## Current value.
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@export_range(0., 1.) var value : float = 1.:
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## The minimum [member value].
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@export var min_value : float = 0.:
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set(new_value):
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value = new_value
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_update_shader_params()
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value_changed.emit(value)
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min_value = new_value
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value = value
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## The maximum [member value].
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@export var max_value : float = 255.:
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set(new_value):
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max_value = new_value
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value = value
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## The current value.
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@export var value : float = 255.:
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set = set_value
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func set_value(new_value : float) -> void:
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value = clampf(new_value, min_value, max_value)
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_update_shader_params()
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value_changed.emit(value)
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## The size of the border.
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@export_range(0., 1.) var border : float = .2:
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set(new_border):
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border = new_border
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_update_shader_params()
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## The billboard mode, see [member BaseMaterial3D.BillboardMode] for more details.
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@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
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set(new_billboard):
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billboard = new_billboard
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_update_shader_params()
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## Fill color.
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## The fill color.
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@export var fill : Color = Color.GREEN:
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set(value):
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fill = value
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_update_shader_params()
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## Background color.
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## The background color.
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@export var background : Color = Color(0, 0, 0, 0.5):
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set(value):
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background = value
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_update_shader_params()
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## setup mesh, material and shader when entering the node tree
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## Setup the [QuadMesh], [ShaderMaterial] and [VisualShader]
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## when entering the node tree
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func _enter_tree() -> void:
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# set default mesh
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if not mesh:
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@ -73,11 +90,11 @@ func _enter_tree() -> void:
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# update shader params once
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mesh.emit_changed()
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## This method updates shader params
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## This method updates instance shader params
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func _update_shader_params() -> void:
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set_instance_shader_parameter("background", background)
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set_instance_shader_parameter("billboard", billboard)
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set_instance_shader_parameter("border", border)
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set_instance_shader_parameter("fill", fill)
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set_instance_shader_parameter("progress", value)
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set_instance_shader_parameter("progress", value / max_value)
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set_instance_shader_parameter("size", mesh.size)
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