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fix(UI): 修复EntityStateBar中levelLabel的引用问题
将levelLabel的引用更新为levelLabels以匹配场景中的节点名称,并确保节点在场景树中的唯一性
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@@ -17,6 +17,7 @@ offset_right = 50.0
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offset_bottom = 5.0
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offset_bottom = 5.0
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[node name="levelLabel" type="HBoxContainer" parent="health"]
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[node name="levelLabel" type="HBoxContainer" parent="health"]
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unique_name_in_owner = true
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layout_mode = 1
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layout_mode = 1
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anchors_preset = -1
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anchors_preset = -1
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anchor_left = 0.5
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anchor_left = 0.5
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@@ -77,7 +77,7 @@ func _ready():
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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health = fields.get(FieldStore.Entity.MAX_HEALTH)
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energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
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energy = fields.get(FieldStore.Entity.MAX_ENERGY) * 0.5
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if isPlayer():
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if isPlayer():
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statebar.levelLabel.hide()
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statebar.levelLabels.hide()
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UIState.player = self
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UIState.player = self
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hurtbox.body_entered.connect(
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hurtbox.body_entered.connect(
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func(body):
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func(body):
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@@ -5,3 +5,4 @@ class_name EntityStateBar
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@onready var healthBar: ColorBar = $"%health"
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@onready var healthBar: ColorBar = $"%health"
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@onready var levelLabel: Label = $"%level"
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@onready var levelLabel: Label = $"%level"
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@onready var levelLabels: HBoxContainer = $"%levelLabel"
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