netfishing/ui/game_ui.gd

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GDScript3
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2026-07-25 11:05:37 -04:00
class_name GameUI
extends CanvasLayer
const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
@onready var _status_label: Label = %StatusLabel
@onready var _bluegill_count_label: Label = %BluegillCountLabel
@onready var _catch_track: Control = %CatchTrack
@onready var _green_catch_progress: ProgressBar = %GreenCatchProgress
@onready var _red_chase_progress: ProgressBar = %RedChaseProgress
@onready var _barrier_markers: Control = %BarrierMarkers
@onready var _barrier_summary: Label = %BarrierSummary
@onready var _barrier_health: Label = %BarrierHealth
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func setup(inventory: FishInventoryType, fishing_spot: FishingSpotType) -> void:
inventory.contents_changed.connect(_on_inventory_contents_changed)
fishing_spot.status_changed.connect(_on_fishing_status_changed)
fishing_spot.catch_display_changed.connect(_on_catch_display_changed)
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_update_bluegill_count(inventory.get_count(&"bluegill"))
func _on_inventory_contents_changed(fish_id: StringName, count: int) -> void:
if fish_id == &"bluegill":
_update_bluegill_count(count)
func _on_fishing_status_changed(status: String) -> void:
_status_label.text = status
_status_label.visible = not status.is_empty()
func _on_catch_display_changed(
progress: float,
chase_progress: float,
barrier_positions: PackedFloat32Array,
barrier_health: PackedInt32Array,
barrier_max_health: PackedInt32Array,
active_barrier_index: int,
visible: bool,
) -> void:
_green_catch_progress.value = progress * 100.0
_red_chase_progress.value = maxf(chase_progress, 0.0) * 100.0
_catch_track.visible = visible
_barrier_summary.visible = visible
if not visible:
_barrier_health.visible = false
_clear_barrier_markers()
_barrier_summary.text = ""
_barrier_health.text = ""
return
_update_barrier_markers(
barrier_positions,
barrier_health,
active_barrier_index
)
var barrier_labels: PackedStringArray = []
for barrier_index: int in range(barrier_positions.size()):
var defeated: bool = (
barrier_index < barrier_health.size()
and barrier_health[barrier_index] <= 0
)
var marker: String = "" if defeated else ""
if barrier_index == active_barrier_index:
marker = "[%s]" % marker
barrier_labels.append(
"%d%% %s"
% [roundi(barrier_positions[barrier_index] * 100.0), marker]
)
_barrier_summary.text = "Barriers: %s" % " ".join(barrier_labels)
if (
active_barrier_index >= 0
and active_barrier_index < barrier_health.size()
and active_barrier_index < barrier_max_health.size()
):
_barrier_health.text = (
"Barrier: %d / %d"
% [
barrier_health[active_barrier_index],
barrier_max_health[active_barrier_index],
]
)
else:
_barrier_health.text = ""
var chase_gap: float = progress - chase_progress
if chase_gap <= 0.05:
_barrier_health.text = (
"%s%s"
% [
_barrier_health.text,
"\nRed is closing in!",
]
).strip_edges()
_barrier_health.visible = (
visible
and (active_barrier_index >= 0 or chase_gap <= 0.05)
)
func _update_barrier_markers(
positions: PackedFloat32Array,
health: PackedInt32Array,
active_index: int,
) -> void:
_clear_barrier_markers()
for barrier_index: int in range(positions.size()):
var marker := ColorRect.new()
var defeated: bool = (
barrier_index < health.size()
and health[barrier_index] <= 0
)
marker.color = Color(0.35, 0.38, 0.42, 0.8) if defeated else Color(1.0, 0.82, 0.2, 1.0)
if barrier_index == active_index:
marker.color = Color(1.0, 1.0, 1.0, 1.0)
marker.set_anchors_preset(Control.PRESET_TOP_LEFT)
marker.anchor_left = positions[barrier_index]
marker.anchor_right = positions[barrier_index]
marker.offset_left = -2.0
marker.offset_right = 2.0
marker.offset_top = 0.0
marker.offset_bottom = 18.0
marker.mouse_filter = Control.MOUSE_FILTER_IGNORE
_barrier_markers.add_child(marker)
func _clear_barrier_markers() -> void:
for marker: Node in _barrier_markers.get_children():
marker.queue_free()
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func _update_bluegill_count(count: int) -> void:
_bluegill_count_label.text = "Bluegill: %d" % count