open-fpsz/interfaces/hud/iffs/iff.gd

118 lines
3.9 KiB
GDScript

# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
@tool
class_name IFF extends Node3D
signal health_changed(new_value : float)
signal fill_changed(color : Color)
signal background_changed(color : Color)
signal billboard_changed(new_billboard : int)
signal username_changed(new_username : String)
signal border_changed(new_border : float)
# If `true`, the waypoint fades as the camera get closer.
#@export var fade : bool = true
## The minimum [member value].
@export var min_value : float = 0.:
set(new_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
## Current value.
@export var value : float = 255.:
set(new_value):
value = clampf(new_value, min_value, max_value)
health_changed.emit(value)
## The border for the progress bar.
@export_range(0., 1.) var border : float = .2:
set(new_border):
border = new_border
border_changed.emit(border)
## The username to display on top of this indicator.
@export var username : String = "Username":
set(value):
username = value
username_changed.emit(username)
## The foreground color to use for this indicator.
@export var fill : Color = Color.WHITE:
set(value):
fill = value
fill_changed.emit(fill)
## The background color to use for this indicator.
@export var background : Color = Color(0, 0, 0, 0.5):
set(color):
background = color
background_changed.emit(color)
## The billboard mode to use. See [member BaseMaterial3D.BillboardMode] for possible values.
@export_enum("Disabled", "Enabled", "Y-Billboard") var billboard : int = 2:
set(new_billboard):
billboard = new_billboard
billboard_changed.emit(billboard)
@onready var label : Label3D = $Username
@onready var chevron : Sprite3D = $Chevron
@onready var health_bar : ProgressBar3D = $ProgressBar3D
func _enter_tree() -> void:
if not username_changed.is_connected(_on_username_changed):
username_changed.connect(_on_username_changed)
if not health_changed.is_connected(_on_health_changed):
health_changed.connect(_on_health_changed)
if not fill_changed.is_connected(_on_fill_changed):
fill_changed.connect(_on_fill_changed)
if not background_changed.is_connected(_on_background_changed):
background_changed.connect(_on_background_changed)
if not border_changed.is_connected(_on_border_changed):
border_changed.connect(_on_border_changed)
if not billboard_changed.is_connected(_on_billboard_changed):
billboard_changed.connect(_on_billboard_changed)
func _on_billboard_changed(new_billboard : int) -> void:
label.billboard = new_billboard as BaseMaterial3D.BillboardMode
health_bar.billboard = new_billboard
chevron.billboard = new_billboard as BaseMaterial3D.BillboardMode
func _on_border_changed(new_border : float) -> void:
health_bar.border = new_border
func _on_username_changed(new_username : String) -> void:
# The label's text can only be set once the node is ready.
if is_inside_tree():
label.text = new_username
func _on_background_changed(color : Color) -> void:
label.outline_modulate = color
health_bar.background = color
func _on_fill_changed(color : Color) -> void:
label.modulate = color
health_bar.fill = color
chevron.modulate = color
func _on_health_changed(new_value : float) -> void:
health_bar.value = new_value