fix: Standardize healing text display to match damage text formatting.

This commit is contained in:
2026-01-31 16:47:54 +01:00
parent 92f3e7d7b9
commit fda544d0f1

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@@ -7,22 +7,22 @@ namespace Mr.BrickAdventures.Autoloads;
public partial class FloatingTextManager : Node
{
[Export] public PackedScene FloatingTextScene { get; set; }
[ExportGroup("Colors")]
[Export] public Color DamageColor { get; set; } = new Color("#b21030"); // Red
[Export] public Color HealColor { get; set; } = new Color("#71f341"); // Green
[Export] public Color CoinColor { get; set; } = new Color("#ebd320"); // Gold
[Export] public Color MessageColor { get; set; } = new Color("#ffffff"); // White
public void ShowDamage(float amount, Vector2 position)
{
var text = Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture);
CreateFloatingText(text, position, DamageColor);
}
public void ShowHeal(float amount, Vector2 position)
{
var text = $"+{Mathf.Round(amount)}";
var text = $"+{Mathf.Round(amount * 100f).ToString(CultureInfo.InvariantCulture)}";
CreateFloatingText(text, position, HealColor);
}
@@ -31,12 +31,12 @@ public partial class FloatingTextManager : Node
var text = $"+{amount}";
CreateFloatingText(text, position, CoinColor);
}
public void ShowMessage(string message, Vector2 position)
{
CreateFloatingText(message, position, MessageColor);
}
private void CreateFloatingText(string text, Vector2 position, Color color)
{
if (FloatingTextScene == null)