MultiplayerFighter
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extends CanvasLayer
## HUD Manager - Main UI controller for the WoW-style interface
## This autoload manages all UI components and connects to the local player
# UI Component references
var action_bar: Control = null
var unit_frame: Control = null
var target_frame: Control = null
var character_sheet: Control = null
var tab_hint: Control = null
var escape_menu: Control = null
# Player reference
var local_player: Character = null
func _ready():
# Create main HUD container
name = "HUD"
layer = 100 # Ensure UI is above game world
print("[HUD] HUD Manager initialized")
## Set the local player and connect signals
func set_local_player(player: Character):
if local_player:
_disconnect_player_signals()
local_player = player
if not local_player:
return
print("[HUD] Local player set: ", local_player.name)
_connect_player_signals()
_create_ui_components()
## Connect to player signals
func _connect_player_signals():
if not local_player:
return
# Health signals (from BaseUnit)
local_player.health_changed.connect(_on_player_health_changed)
local_player.died.connect(_on_player_died)
local_player.respawned.connect(_on_player_respawned)
# Ability/weapon signals
local_player.dash_cooldown_updated.connect(_on_dash_cooldown_updated)
local_player.attack_cooldown_updated.connect(_on_attack_cooldown_updated)
local_player.weapon_equipped_changed.connect(_on_weapon_changed)
print("[HUD] Connected to player signals")
## Disconnect from player signals
func _disconnect_player_signals():
if not local_player:
return
if local_player.health_changed.is_connected(_on_player_health_changed):
local_player.health_changed.disconnect(_on_player_health_changed)
if local_player.died.is_connected(_on_player_died):
local_player.died.disconnect(_on_player_died)
if local_player.respawned.is_connected(_on_player_respawned):
local_player.respawned.disconnect(_on_player_respawned)
if local_player.dash_cooldown_updated.is_connected(_on_dash_cooldown_updated):
local_player.dash_cooldown_updated.disconnect(_on_dash_cooldown_updated)
if local_player.attack_cooldown_updated.is_connected(_on_attack_cooldown_updated):
local_player.attack_cooldown_updated.disconnect(_on_attack_cooldown_updated)
if local_player.weapon_equipped_changed.is_connected(_on_weapon_changed):
local_player.weapon_equipped_changed.disconnect(_on_weapon_changed)
## Create all UI components
func _create_ui_components():
print("[HUD] Creating UI components...")
_create_action_bar()
_create_unit_frame()
_create_character_sheet()
_create_tab_hint()
_create_escape_menu()
## Create action bar at bottom of screen
func _create_action_bar():
var action_bar_scene = load("res://level/ui/scenes/action_bar.tscn")
if action_bar_scene:
action_bar = action_bar_scene.instantiate()
add_child(action_bar)
if action_bar and local_player:
action_bar.set_player(local_player)
print("[HUD] Action bar created")
else:
push_error("[HUD] Failed to load action_bar.tscn")
## Create unit frame (character portrait)
func _create_unit_frame():
var unit_frame_scene = load("res://level/ui/scenes/unit_frame.tscn")
if unit_frame_scene:
unit_frame = unit_frame_scene.instantiate()
add_child(unit_frame)
if unit_frame and local_player:
unit_frame.set_player(local_player)
print("[HUD] Unit frame created")
else:
push_error("[HUD] Failed to load unit_frame.tscn")
## Create character sheet (toggle with Tab)
func _create_character_sheet():
var character_sheet_scene = load("res://level/ui/scenes/character_sheet.tscn")
if character_sheet_scene:
character_sheet = character_sheet_scene.instantiate()
add_child(character_sheet)
if character_sheet and local_player:
character_sheet.set_player(local_player)
print("[HUD] Character sheet created")
else:
push_error("[HUD] Failed to load character_sheet.tscn")
## Create Tab hint (always visible on left side)
func _create_tab_hint():
var tab_hint_scene = load("res://level/ui/scenes/tab_hint.tscn")
if tab_hint_scene:
tab_hint = tab_hint_scene.instantiate()
add_child(tab_hint)
print("[HUD] Tab hint created")
else:
push_error("[HUD] Failed to load tab_hint.tscn")
## Create escape menu (toggle with Escape)
func _create_escape_menu():
var escape_menu_scene = load("res://level/ui/scenes/escape_menu.tscn")
if escape_menu_scene:
escape_menu = escape_menu_scene.instantiate()
add_child(escape_menu)
if escape_menu and local_player:
escape_menu.set_player(local_player)
print("[HUD] Escape menu created")
else:
push_error("[HUD] Failed to load escape_menu.tscn")
## Show all UI components
func show_hud():
show()
## Hide all UI components
func hide_hud():
hide()
## Player signal callbacks
func _on_player_health_changed(old_health: float, new_health: float):
# Update unit frame
if unit_frame:
unit_frame.update_health(new_health, local_player.max_health)
func _on_player_died(killer_id: int):
print("[HUD] Player died")
# Could show death screen or respawn timer here
func _on_player_respawned():
print("[HUD] Player respawned")
# Refresh all UI elements
if local_player:
_on_player_health_changed(0, local_player.current_health)
## Cooldown signal handlers
func _on_dash_cooldown_updated(remaining: float, total: float):
if action_bar:
action_bar.update_dash_cooldown(remaining, total)
func _on_attack_cooldown_updated(remaining: float, total: float):
if action_bar:
action_bar.update_attack_cooldown(remaining, total)
func _on_weapon_changed():
if action_bar:
action_bar.on_weapon_changed()