* Refactor collectable components to C# and update resource scripts for consistency * Update resource paths and refactor properties for consistency * Refactor UI components to inherit from Control and update node paths for consistency * Update node paths and group assignments for consistency across scenes * Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling * Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration * Refactor skill components and update resource paths for consistency; enhance skill management in scenes * Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling * Add next level command and refactor player retrieval in GameManager; update scene files for consistency * Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations * Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states * Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions * Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
43 lines
1.0 KiB
C#
43 lines
1.0 KiB
C#
using Godot;
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using Mr.BrickAdventures.Autoloads;
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using Mr.BrickAdventures.scripts.components;
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namespace Mr.BrickAdventures.scripts.UI;
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public partial class Hud : Control
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{
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[Export] public HealthComponent Health { get; set; }
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[Export] public Label CoinsLabel { get; set; }
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[Export] public ProgressBar HealthBar { get; set; }
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[Export] public Label LivesLabel { get; set; }
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private GameManager _gameManager;
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public override void _Ready()
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{
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_gameManager = GetNode<GameManager>("/root/GameManager");
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}
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public override void _Process(double delta)
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{
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SetHealthBar();
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SetLivesLabel();
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SetCoinsLabel();
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}
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private void SetCoinsLabel()
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{
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CoinsLabel.Text = Tr("COINS_LABEL") + ": " + _gameManager.GetCoins();
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}
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private void SetLivesLabel()
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{
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LivesLabel.Text = Tr("LIVES_LABEL") + ": " + _gameManager.GetLives();
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}
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private void SetHealthBar()
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{
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HealthBar.Value = Health.Health;
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HealthBar.MaxValue = Health.MaxHealth;
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}
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} |