Add charge throw mechanics; refactor bullet and brick components
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52
scripts/ui/charge_progress_bar.gd
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52
scripts/ui/charge_progress_bar.gd
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extends Node
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@export var progress_bar: ProgressBar
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@export var charge_throw_component: ChargeThrowComponent
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func _ready() -> void:
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if not charge_throw_component:
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return
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if not progress_bar:
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return
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setup_progress_bar()
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progress_bar.hide()
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charge_throw_component.charge_started.connect(on_charge_started)
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charge_throw_component.charge_updated.connect(on_charge_updated)
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charge_throw_component.charge_stopped.connect(on_charge_stopped)
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func on_charge_updated(charge_ratio: float) -> void:
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if not progress_bar:
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return
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progress_bar.value = charge_ratio
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progress_bar.show()
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func on_charge_stopped() -> void:
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if not progress_bar:
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return
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progress_bar.hide()
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func on_charge_started() -> void:
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if not progress_bar:
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return
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progress_bar.show()
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func setup_progress_bar() -> void:
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if not progress_bar:
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return
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progress_bar.min_value = charge_throw_component.min_power
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progress_bar.max_value = charge_throw_component.max_power
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progress_bar.value = charge_throw_component.min_power
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progress_bar.step = 0.01
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progress_bar.show()
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