extends Control @export var health_bar: TextureProgressBar @export var stamina_bar: TextureProgressBar @export var gold_label: Label @onready var player: Player = get_tree().get_first_node_in_group("player") @onready var cross_hair: BoxContainer = $CrossHair var unit: Unit func _ready() -> void: # Connect signals from the player to update the UI elements player.health_changed.connect(update_health_bar) player.stamina_changed.connect(update_stamina_bar) player.gold_changed.connect(update_gold_text) player.player_loaded.connect(_on_player_loaded) # Connect the state_changed signal to update the crosshair visibility unit = player as Unit unit.connect("state_changed", Callable(self, "_on_state_changed")) func update_health_bar(current_health: int, maximum_health: int) -> void: # Update the health bar with the current health health_bar.value = (100.0 / maximum_health) * current_health func update_stamina_bar(current_stamina: int, maximum_stamina: int) -> void: # Update the stamina bar with the current stamina stamina_bar.value = (100.0 / maximum_stamina) * current_stamina func update_gold_text(gold: int) -> void: # Update the gold label with the current gold amount gold_label.text = "Gold: " + str(gold) func _on_player_loaded() -> void: # Initialize the health, stamina, and gold bars when the player is loaded update_health_bar(player.health, player.maximum_health) update_stamina_bar(player.stamina, player.maximum_stamina) update_gold_text(player.gold) func _on_state_changed(old_state: Unit.States, new_state: Unit.States): # Update the crosshair visibility based on the new state if new_state == Unit.States.aiming: cross_hair.visible = true else: cross_hair.visible = false