🐛 use 8-bit integer for synced health, damage scaling and display updates

This commit is contained in:
anyreso 2024-05-14 10:20:45 -04:00
parent f1df203a76
commit 547c97bfba
10 changed files with 107 additions and 101 deletions

View file

@ -8,6 +8,7 @@ render_priority = 0
shader = ExtResource("1_07e5d")
[sub_resource type="QuadMesh" id="QuadMesh_fwm7g"]
resource_local_to_scene = true
material = SubResource("ShaderMaterial_4quui")
size = Vector2(1, 0.1)

View file

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