196 lines
7.3 KiB
GDScript
196 lines
7.3 KiB
GDScript
class_name HealthCounter extends Node
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@export var ui_playerwin : Label3D
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@export var defibCutter : DefibCutter
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@export var roundManager : RoundManager
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@export var symbolArray_player : Array[MeshInstance3D]
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@export var symbolArray_enemy : Array[MeshInstance3D]
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@export var uiparent : Node3D
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@export var ui_playername : Label3D
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@export var uiArray : Array[Node3D]
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@export var speaker_bootup : AudioStreamPlayer3D
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@export var speaker_beep : AudioStreamPlayer3D
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@export var speaker_noise : AudioStreamPlayer3D
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@export var camera : CameraManager
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@export var animator_flickerEnemy : AnimationPlayer
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@export var animator_flickerPlayer : AnimationPlayer
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@export var animator_playerHands : AnimationPlayer
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@export var animator_dealerHands : AnimationPlayer
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@export var dialogue : Dialogue
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@export var speaker_truedeath : AudioStreamPlayer2D
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@export var skullSymbols : Array[VisualInstance3D]
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var dialogueEntered_player = false
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var dialogueEntered_dealer = false
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func _ready():
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ClearDisplay()
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pass
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var setting = true
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func SetupHealth():
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if (roundManager.roundArray[roundManager.currentRound].isFirstRound):
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if (setting):
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ui_playername.text = roundManager.playerData.playername.to_upper()
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ui_playerwin.text = roundManager.playerData.playername.to_upper() + " WINS!"
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setting = false
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roundManager.health_player = roundManager.roundArray[roundManager.currentRound].startingHealth
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roundManager.health_opponent = roundManager.roundArray[roundManager.currentRound].startingHealth
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dialogueEntered_player = false
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dialogueEntered_dealer = false
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func UpdateDisplay():
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for i in range(symbolArray_player.size()):
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if (i <= roundManager.health_player):
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symbolArray_player[i].visible = true
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else: symbolArray_player[i].visible = false
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for i in range(symbolArray_enemy.size()):
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if (i <= roundManager.health_opponent):
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symbolArray_enemy[i].visible = true
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else: symbolArray_enemy[i].visible = false
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FlickerLastDigit()
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pass
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func FlickerLastDigit():
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if (roundManager.health_player == 1): animator_flickerPlayer.play("flicker digit")
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else: animator_flickerPlayer.play("RESET")
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if (roundManager.health_opponent == 1): animator_flickerEnemy.play("flicker digit")
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else: animator_flickerEnemy.play("RESET")
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var playerShotSelf = false
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var trueDeathSetup = false
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var checkingPlayer = false
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func UpdateDisplayRoutine(isRaisingHealth : bool, goingToPreviousSocket : bool, showPlayerWin : bool):
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var indicating = true
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if (roundManager.dealerCuffed && playerShotSelf):
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roundManager.waitingForHealthCheck = true
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playerShotSelf = false
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if (showPlayerWin):
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#ERROR - FLICKER BOTH HERE
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camera.BeginLerp("health counter")
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await get_tree().create_timer(.8, false).timeout
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UpdateDisplay()
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speaker_noise.play()
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return
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var previousSocket = camera.activeSocket
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camera.BeginLerp("health counter")
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await get_tree().create_timer(.8, false).timeout
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UpdateDisplay()
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if (checkingPlayer && defibCutter.displayBroken_player):
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indicating = false
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defibCutter.BlipError("player")
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if (!checkingPlayer && defibCutter.displayBroken_dealer):
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indicating = false
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defibCutter.BlipError("dealer")
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if (indicating):
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if (isRaisingHealth): speaker_beep.play()
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else: speaker_noise.play()
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if ((roundManager.health_opponent <= 2 or roundManager.health_player <= 2) && roundManager.playerData.currentBatchIndex == 2 && !roundManager.endless):
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if (roundManager.defibCutterReady && !trueDeathSetup):
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#roundManager.musicManager.EndTrack()
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speaker_truedeath.play()
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trueDeathSetup = true
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if (roundManager.health_opponent <= 2 && !roundManager.wireIsCut_dealer):
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roundManager.wireToCut = "dealer"
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roundManager.requestedWireCut = true
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roundManager.wireIsCut_dealer = true
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roundManager.health_opponent = 1
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if (roundManager.health_player <= 2 && !roundManager.wireIsCut_player):
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roundManager.wireToCut = "player"
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roundManager.requestedWireCut = true
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roundManager.wireIsCut_player = true
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roundManager.health_player = 1
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#if (roundManager.shellSpawner.sequenceArray[0] == null): await get_tree().create_timer(.8, false).timeout
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await get_tree().create_timer(.7, false).timeout
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if (roundManager.health_player == 1 && !dialogueEntered_player && !roundManager.wireIsCut_player):
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if (!roundManager.wireIsCut_player): dialogue.ShowText_ForDuration("CAREFUL, NOW ...", 3)
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else: dialogue.ShowText_ForDuration("OH MY ...", 3)
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await get_tree().create_timer(3, false).timeout
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dialogueEntered_player = true
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var lerpingCamera = true
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if (roundManager.shellSpawner.sequenceArray.size() == 0):
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#lerpingCamera = false
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pass
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if (lerpingCamera):
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if (goingToPreviousSocket): camera.BeginLerp(previousSocket)
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else: camera.BeginLerp("home")
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await get_tree().create_timer(.4, false).timeout
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#why can I not add functions with arguments into godot animator :sob:
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func UpdateDisplayRoutineCigarette_Enemy():
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var maxHealth = roundManager.roundArray[0].startingHealth
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var changingHealth = false
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var prevhealth = roundManager.health_opponent
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if (!roundManager.wireIsCut_dealer): roundManager.health_opponent += 1
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if (roundManager.health_opponent > maxHealth): roundManager.health_opponent = maxHealth
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var newhealth = roundManager.health_opponent
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if (newhealth != prevhealth): changingHealth = true
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UpdateDisplayRoutineCigarette_Main(changingHealth, true)
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pass
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func UpdateDisplayRoutineCigarette_Player():
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var maxHealth = roundManager.roundArray[0].startingHealth
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var changingHealth = false
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var prevhealth = roundManager.health_player
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if (!roundManager.wireIsCut_player): roundManager.health_player += 1
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if (roundManager.health_player > maxHealth): roundManager.health_player = maxHealth
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var newhealth = roundManager.health_player
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if (newhealth != prevhealth): changingHealth = true
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UpdateDisplayRoutineCigarette_Main(changingHealth, false)
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pass
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func UpdateDisplayRoutineCigarette_Main(isChanging : bool, isAddingEnemy : bool):
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var prevsocket = camera.activeSocket
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var playingsound = true
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camera.BeginLerp("health counter")
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await get_tree().create_timer(.8, false).timeout
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if (isAddingEnemy && defibCutter.displayBroken_dealer):
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defibCutter.BlipError("dealer")
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playingsound = false
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if (!isAddingEnemy && defibCutter.displayBroken_player):
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defibCutter.BlipError("player")
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playingsound = false
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UpdateDisplay()
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if (isChanging && playingsound): speaker_beep.play()
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await get_tree().create_timer(.7, false).timeout
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if (!isAddingEnemy):
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camera.BeginLerp("home")
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animator_playerHands.play("player revert cigarette")
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else:
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camera.BeginLerp("enemy")
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animator_dealerHands.play("RESET")
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pass
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func SwapSkullSymbols():
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for sym in skullSymbols:
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sym.set_layer_mask_value(1, true)
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sym.get_parent().set_layer_mask_value(1, false)
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#orig .13
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var settingUpBroken = false
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func Bootup():
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speaker_bootup.play()
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#uiparent.visible = true
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ClearDisplay()
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for i in range(uiArray.size()):
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uiArray[i].visible = true
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await get_tree().create_timer(.85, false).timeout
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if (roundManager.playerData.currentBatchIndex == 2 && !settingUpBroken && !roundManager.endless):
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speaker_beep.pitch_scale = .09
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SwapSkullSymbols()
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settingUpBroken = true
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speaker_beep.play()
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UpdateDisplay()
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pass
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func ClearDisplay():
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for i in range(symbolArray_player.size()):
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symbolArray_player[i].visible = false
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for i in range(symbolArray_enemy.size()):
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symbolArray_enemy[i].visible = false
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func DisableCounter():
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for i in range(uiArray.size()):
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uiArray[i].visible = false
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#uiparent.visible = false
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