Reworked health bar. Added shield regen
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@@ -1,5 +1,5 @@
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class_name HealthBarPart
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extends Node2D
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extends Control
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@export var texture_value : Texture2D
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@export var texture_shade : Texture2D
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@@ -8,7 +8,7 @@ extends Node2D
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@onready var value_bar : TextureProgressBar = $ValueBar
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@onready var shade_bar : TextureProgressBar = $ShadeBar
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@onready var shade_reset_timer : Timer = $ShadeResetTimer
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@onready var shade_delay_timer : Timer = $ShadeDelayTimer
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@onready var shade_tick_timer : Timer = $ShadeTickTimer
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@@ -16,7 +16,7 @@ const TICK_COUNT = 5
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var _tick_size : int = 0
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var _target_value: int = 0
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var _target_value: float = 0
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func _ready() -> void:
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@@ -31,7 +31,7 @@ func set_value(value: int) -> void:
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if shade_bar.value < value_bar.value:
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shade_bar.value = value_bar.value
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else:
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shade_reset_timer.start()
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shade_delay_timer.start()
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func set_max_value(max_value: int) -> void:
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@@ -46,7 +46,7 @@ func set_max_value(max_value: int) -> void:
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shade_bar.show()
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func _on_shade_reset_timer_timeout() -> void:
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func _on_shade_delay_timer_timeout() -> void:
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var value_delta := shade_bar.value - value_bar.value
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_tick_size = ceil(value_delta / TICK_COUNT)
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_target_value = value_bar.value
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