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Dog-Lynx-And-HCN/scripts/Statemachine/DamageLabel.gd
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extends Node2D
class_name DamageLabel
@export var damage: float = 0
@export var crit: bool = false
@export var color1: Color = Color(1, 0, 0, 1)
@export var color2: Color = Color(0, 1, 0, 1)
@export var color3: Color = Color(0.5, 0.5, 0.5, 1)
@export var color4: Color = Color.YELLOW
@onready var label: Label = $"%label"
@onready var animator: AnimationPlayer = $"%animator"
func _ready():
label.label_settings = label.label_settings.duplicate()
var damageValue = ceil(abs(damage))
var damageSign = sign(damage)
if damageSign > 0:
label.label_settings.font_color = color1
label.text = "%d%s" % [damageValue, "!!!" if crit else ""]
elif damageSign < 0:
label.label_settings.font_color = color2
label.text = "+%d%s" % [damageValue, "!!!" if crit else ""]
else:
if crit:
label.label_settings.font_color = color4
label.text = "完美闪避"
else:
label.label_settings.font_color = color3
label.text = "闪避"
animator.play("show")
await animator.animation_finished
queue_free()
static func create(spawnDamage: float, spawnCrit: bool, spawnPosition: Vector2, addToWorld: bool = true) -> DamageLabel:
var instance = ComponentManager.getUIComponent("DamageLabel").instantiate()
instance.damage = spawnDamage
instance.crit = spawnCrit
instance.position = spawnPosition
if addToWorld:
WorldManager.rootNode.add_child(instance)
return instance