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Files
Dog-Lynx-And-HCN/scripts/Statemachine/BossBar.gd
T
fallingshrimp ef03aa2922 refactor(Statemachine): 重构实体状态栏和Boss栏逻辑
将EntityStateBar的_ready逻辑移到EntityBase中统一管理
修改BossBar的更新逻辑从_physics_process改为_process
调整Wave配置中Boss的出现波次从8改为1
2025-08-28 07:28:11 +08:00

13 lines
363 B
GDScript

extends EntityStateBar
class_name BossBar
@onready var nameLabel: Label = $"%name"
@onready var valueLabel: Label = $"%value"
func _ready():
if is_instance_valid(entity):
nameLabel.text = entity.displayName
func _process(_delta):
if is_instance_valid(entity):
valueLabel.text = "%.2f" % (entity.health / entity.fields[FieldStore.Entity.MAX_HEALTH] * 100)