Added shield and armor sprite usage
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@@ -2,9 +2,9 @@ class_name Health
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extends Node
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signal shield_updated(value: int)
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signal armor_updated(value: int)
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signal hull_updated(value: int)
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signal shield_updated(value: int, max_value: int)
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signal armor_updated(value: int, max_value: int)
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signal hull_updated(value: int, max_value: int)
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signal depleted
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@@ -32,15 +32,15 @@ var hull: int:
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@onready var _shield := max_shield:
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set(value):
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_shield = value
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shield_updated.emit(_shield)
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shield_updated.emit(_shield, max_shield)
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@onready var _armor := max_armor:
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set(value):
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_armor = value
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armor_updated.emit(_armor)
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armor_updated.emit(_armor, max_armor)
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@onready var _hull := max_hull:
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set(value):
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_hull = value
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hull_updated.emit(_hull)
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hull_updated.emit(_hull, max_hull)
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@onready var _shield_regen := floori(max_shield/30.0)
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@@ -33,18 +33,22 @@ func _ready() -> void:
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health.hull_updated.connect(_on_hull_updated)
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func _on_shield_updated(new_value: int) -> void:
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small_shield_part.set_value(new_value)
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large_shield_part.set_value(new_value)
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func _on_shield_updated(value: int, max_value: int) -> void:
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small_shield_part.set_value(value)
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large_shield_part.set_value(value)
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small_shield_part.set_max_value(max_value)
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large_shield_part.set_max_value(max_value)
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func _on_armor_updated(new_value: int) -> void:
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armor_part.set_value(new_value)
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_select_armor_part(new_value)
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func _on_armor_updated(value: int, max_value: int) -> void:
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armor_part.set_value(value)
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armor_part.set_max_value(max_value)
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_select_armor_part(value)
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func _on_hull_updated(new_value: int) -> void:
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hull_part.set_value(new_value)
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func _on_hull_updated(value: int, max_value: int) -> void:
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hull_part.set_value(value)
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hull_part.set_max_value(max_value)
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func _select_armor_part(armor_value: int) -> void:
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