57 lines
1.9 KiB
GDScript
57 lines
1.9 KiB
GDScript
extends Control
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@onready var battle_moves_menu: VBoxContainer = %BattleMovesMenu
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@onready var party_fighter_level: Label = %PartyFighterLevel
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@onready var party_fighter_name: Label = %PartyFighterName
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@onready var party_fighter_healthbar: ProgressBar = %PartyFighterHealthbar
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@onready var enemy_monster_level: Label = %EnemyMonsterLevel
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@onready var enemy_monster_name: Label = %EnemyMonsterName
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@onready var enemy_monster_healthbar: ProgressBar = %EnemyMonsterHealthbar
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var move_button: PackedScene = preload("res://ui/battle_ui/battle_move_button.tscn")
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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self.visible = false
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for i: int in range(4):
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var button: Node = move_button.instantiate()
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battle_moves_menu.add_child(button)
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func update() -> void:
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var player: Node3D = Utils.get_player()
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var player_fighter: MonsterData = SaveManager.current_save.party[0] as MonsterData
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party_fighter_level.text = "Lv. %s" % str(player_fighter.level)
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party_fighter_name.text = player_fighter.nickname if not player_fighter.nickname.is_empty() else player_fighter.name
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party_fighter_healthbar.max_value = player_fighter.health
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party_fighter_healthbar.value = player_fighter.current_health
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enemy_monster_level.text = "Lv. %s" % player.enemy.data.level
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enemy_monster_name.text = player.enemy.data.name
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enemy_monster_healthbar.max_value = player.enemy.data.health
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enemy_monster_healthbar.value = player.enemy.data.current_health
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func _on_battle_button_pressed() -> void:
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Utils.get_player().attack_enemy()
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func _on_party_button_pressed() -> void:
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Utils.get_player().catch_enemy()
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func set_message(msg: String) -> void:
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%Message.text = msg
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func disable() -> void:
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%BattleButton.disabled = true
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%PartyButton.disabled = true
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%ItemsButton.disabled = true
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%RunButton.disabled = true
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func enable() -> void:
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%BattleButton.disabled = false
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%PartyButton.disabled = false
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%ItemsButton.disabled = false
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%RunButton.disabled = false
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