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https://gitlab.com/open-fpsz/open-fpsz.git
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120 lines
3.9 KiB
GDScript
120 lines
3.9 KiB
GDScript
# This file is part of open-fpsz.
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#
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# This program is free software: you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation, either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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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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@tool
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class_name IFF extends Node3D
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signal health_changed(new_value : float)
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signal fill_changed(color : Color)
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signal background_changed(color : Color)
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signal billboard_changed(new_billboard : int)
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signal username_changed(new_username : String)
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signal border_changed(new_border : float)
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# If `true`, the waypoint fades as the camera get closer.
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#@export var fade : bool = true
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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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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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## Current value.
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@export var value : float = 255.:
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set(new_value):
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value = clampf(new_value, min_value, max_value)
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health_changed.emit(value)
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## The border for the progress bar.
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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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border_changed.emit(border)
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## The username to display on top of this indicator.
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@export var username : String = "Username":
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set = set_username
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func set_username(new_name : String) -> void:
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username = new_name
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username_changed.emit(username)
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## The foreground color to use for this indicator.
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@export var fill : Color = Color.WHITE:
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set(value):
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fill = value
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fill_changed.emit(fill)
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## The background color to use for this indicator.
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@export var background : Color = Color(0, 0, 0, 0.5):
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set(color):
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background = color
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background_changed.emit(color)
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## The billboard mode to use. See [member BaseMaterial3D.BillboardMode] for possible values.
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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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billboard_changed.emit(billboard)
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@onready var label : Label3D = $Username
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@onready var chevron : Sprite3D = $Chevron
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@onready var health_bar : ProgressBar3D = $ProgressBar3D
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func _enter_tree() -> void:
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if not username_changed.is_connected(_on_username_changed):
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username_changed.connect(_on_username_changed)
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if not health_changed.is_connected(_on_health_changed):
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health_changed.connect(_on_health_changed)
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if not fill_changed.is_connected(_on_fill_changed):
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fill_changed.connect(_on_fill_changed)
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if not background_changed.is_connected(_on_background_changed):
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background_changed.connect(_on_background_changed)
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if not border_changed.is_connected(_on_border_changed):
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border_changed.connect(_on_border_changed)
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if not billboard_changed.is_connected(_on_billboard_changed):
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billboard_changed.connect(_on_billboard_changed)
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func _on_billboard_changed(new_billboard : int) -> void:
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label.billboard = new_billboard as BaseMaterial3D.BillboardMode
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health_bar.billboard = new_billboard
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chevron.billboard = new_billboard as BaseMaterial3D.BillboardMode
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func _on_border_changed(new_border : float) -> void:
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health_bar.border = new_border
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func _on_username_changed(new_username : String) -> void:
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# The label's text can only be set once the node is ready.
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if is_inside_tree():
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label.text = new_username
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func _on_background_changed(color : Color) -> void:
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label.outline_modulate = color
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health_bar.background = color
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func _on_fill_changed(color : Color) -> void:
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label.modulate = color
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health_bar.fill = color
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chevron.modulate = color
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func _on_health_changed(new_value : float) -> void:
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health_bar.value = new_value
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