extends Node2D var enemy: CharacterBody2D var _tier_label: Label var _disabled_icons: Array[PanelContainer] = [] const DISABLED_ICONS := [preload("res://assets/icons/engine.png"),preload("res://assets/icons/plasma.png"),preload("res://assets/icons/shield.png")] func _ready() -> void: enemy = get_parent() as CharacterBody2D top_level = true z_index = 30 light_mask = 4 _tier_label = Label.new() _tier_label.mouse_filter = Control.MOUSE_FILTER_IGNORE _tier_label.light_mask = 4 _tier_label.position = Vector2(-50, -23) _tier_label.size = Vector2(100, 16) _tier_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER _tier_label.add_theme_font_size_override("font_size", 11) _tier_label.add_theme_color_override("font_outline_color", Color("08111d")) _tier_label.add_theme_constant_override("outline_size", 3) add_child(_tier_label) _build_disabled_icons() _update_position() _update_tier_label() _update_disabled_icons() func _process(_delta: float) -> void: _update_position() _update_tier_label() _update_disabled_icons() queue_redraw() func _build_disabled_icons() -> void: var material := ShaderMaterial.new() material.shader = preload("res://resources/effects/disabled_system_icon.gdshader") for system in 3: var panel := PanelContainer.new() panel.name = ["DisabledEngine","DisabledWeapon","DisabledShields"][system] panel.mouse_filter = Control.MOUSE_FILTER_IGNORE panel.size = Vector2(20,20) panel.light_mask = 4 var style := StyleBoxFlat.new() style.bg_color = Color("17090be8") style.border_color = Color("ff4b43") style.set_border_width_all(1) style.set_corner_radius_all(3) style.set_content_margin_all(2) panel.add_theme_stylebox_override("panel",style) var icon := TextureRect.new() icon.texture = DISABLED_ICONS[system] icon.material = material icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED icon.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR icon.mouse_filter = Control.MOUSE_FILTER_IGNORE icon.light_mask = 4 panel.add_child(icon) add_child(panel) _disabled_icons.append(panel) func _update_disabled_icons() -> void: var active: Array[int] = [] if enemy.hull > 0.0 and not enemy.is_queued_for_deletion(): for system in 3: if enemy.system_disabled(system): active.append(system) for system in 3: var panel := _disabled_icons[system] panel.visible = system in active if panel.visible: panel.position = Vector2(-float(active.size()*22-2)*0.5+active.find(system)*22,-56) func _update_position() -> void: global_position = enemy.global_position + Vector2(0, -enemy.get_visual_size() * 0.5 - 12.0) func _tier_color() -> Color: if bool(enemy.get("virus_controlled")): return Color("c57dff") return Color("ff76d6") if enemy.loot_tier == 2 else (Color("ffc785") if enemy.loot_tier == 1 else Color("ef5967")) func _update_tier_label() -> void: _tier_label.text = "BOSS" if enemy.loot_tier == 2 else ("ELITA" if enemy.loot_tier == 1 else "") if bool(enemy.get("virus_controlled")): _tier_label.text = "WIRUS" _tier_label.add_theme_color_override("font_color", _tier_color()) func get_health_ratio() -> float: return clampf(enemy.hull / maxf(enemy.max_hull, 0.001), 0.0, 1.0) func _draw() -> void: if not is_instance_valid(enemy) or enemy.hull <= 0.0 or not GameState.captain.expedition.alien_skills.get("general", false): return var width := 72.0 if enemy.loot_tier == 2 else (56.0 if enemy.loot_tier == 1 else 44.0) var background := Rect2(-width * 0.5, -3.0, width, 6.0) draw_rect(background.grow(1.0), Color("08111dee")) draw_rect(background, Color("39232bee")) draw_rect(Rect2(-width * 0.5, 5.0, width, 3.0), Color("142a3d")) draw_rect(Rect2(-width * 0.5, 5.0, width * clampf(enemy.shields / maxf(1.0, enemy.max_shields), 0.0, 1.0), 3.0), Color("67cfff")) var color := _tier_color() draw_rect(Rect2(background.position, Vector2(width * get_health_ratio(), 6.0)), color)