Added health bar
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@@ -2,6 +2,10 @@ 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 depleted
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@@ -10,6 +14,17 @@ signal depleted
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@export_range(1, 5000) var max_hull: int = 1
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var shield: int:
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get: return _shield
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set(value): pass
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var armor: int:
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get: return _armor
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set(value): pass
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var hull: int:
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get: return _hull
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set(value): pass
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@onready var _shield := max_shield
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@onready var _armor := max_armor
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@onready var _hull := max_hull
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@@ -19,14 +34,17 @@ func apply_damage(damage: AbstractDamage) -> void:
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if _shield > 0:
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var damage_value := ceili(damage.value * damage.shield_damage_multiplier())
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_shield = max(_shield - damage_value, 0)
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shield_updated.emit(_shield)
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elif _armor > 0:
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var damage_value := ceili(damage.value * damage.armor_damage_multiplier())
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_armor = max(_armor - damage_value, 0)
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armor_updated.emit(_armor)
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else:
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if _hull == 0: return
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var damage_value := ceili(damage.value * damage.hull_damage_multiplier())
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_hull = max(_hull - damage_value, 0)
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hull_updated.emit(_hull)
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if _hull == 0:
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depleted.emit()
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