using Godot; using Milimoe.FunGame.Core.Library.Constant; namespace Milimoe.GodotGame { public partial class CharacterStatus : Panel { [Export] public long CharacterId { get; set; } [Export] public TextureRect Image { get; set; } [Export] public ProgressBar HPBar { get; set; } [Export] public ProgressBar MPBar { get; set; } [Export] public ProgressBar EPBar { get; set; } [Export] public Label HP { get; set; } [Export] public Label MP { get; set; } [Export] public Label EP { get; set; } [Export] public Label Level { get; set; } public void UpdateLabel() { if (CharacterId == 1) { HPBar.MaxValue = GameConstant.Characters[1].MaxHP; HPBar.Value = GameConstant.Characters[1].HP; MPBar.MaxValue = GameConstant.Characters[1].MaxMP; MPBar.Value = GameConstant.Characters[1].MP; EPBar.MaxValue = General.GameplayEquilibriumConstant.MaxEP; EPBar.Value = GameConstant.Characters[1].EP; HP.Text = $"{GameConstant.Characters[1].HP:0.##} / {GameConstant.Characters[1].MaxHP:0.##}"; MP.Text = $"{GameConstant.Characters[1].MP:0.##} / {GameConstant.Characters[1].MaxMP:0.##}"; EP.Text = $"{GameConstant.Characters[1].EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}"; Level.Text = GameConstant.Characters[1].ToStringWithLevelWithOutUser(); } else if (CharacterId == 2) { HPBar.MaxValue = GameConstant.Characters[2].MaxHP; HPBar.Value = GameConstant.Characters[2].HP; MPBar.MaxValue = GameConstant.Characters[2].MaxMP; MPBar.Value = GameConstant.Characters[2].MP; EPBar.MaxValue = General.GameplayEquilibriumConstant.MaxEP; EPBar.Value = GameConstant.Characters[2].EP; HP.Text = $"{GameConstant.Characters[2].HP:0.##} / {GameConstant.Characters[2].MaxHP:0.##}"; MP.Text = $"{GameConstant.Characters[2].MP:0.##} / {GameConstant.Characters[2].MaxMP:0.##}"; EP.Text = $"{GameConstant.Characters[2].EP:0.##} / {General.GameplayEquilibriumConstant.MaxEP:0.##}"; Level.Text = GameConstant.Characters[2].ToStringWithLevelWithOutUser(); } } } }