feat: player health status updates HUD
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			@ -9,6 +9,7 @@ void HealthStatus::_bind_methods() {
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	ADD_SIGNAL(MethodInfo(sig_death));
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	ADD_SIGNAL(MethodInfo(sig_health_changed, PropertyInfo(Variant::INT, "remaining"), PropertyInfo(Variant::INT, "delta")));
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	ClassDB::bind_method(D_METHOD("get_max_health"), &self_type::get_max_health);
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}
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void HealthStatus::ready() {
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			@ -30,12 +31,20 @@ void HealthStatus::_notification(int what) {
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void HealthStatus::set_health(int value) {
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	this->health = value;
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	if (!is_ready() || Engine::get_singleton()->is_editor_hint()) {
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		// if setting health as serialized, set max_health as well
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		this->max_health = value;
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	}
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}
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int HealthStatus::get_health() const {
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	return this->health;
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}
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int HealthStatus::get_max_health() const {
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	return this->max_health;
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}
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void HealthStatus::damage(int amount) {
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	if (this->health > 0) {
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		amount = Math::abs(amount);
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			@ -14,6 +14,7 @@ protected:
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public:
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	void set_health(int health);
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	int get_health() const;
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	int get_max_health() const;
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	void damage(int amount);
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	void heal(int amount);
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			@ -10,6 +10,12 @@ script/source = "extends HealthStatus
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func _on_death() -> void:
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	get_tree().change_scene_to_file.call_deferred(\"res://guis/main_menu.tscn\")
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func _on_health_changed(remaining: int, _delta: int) -> void:
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	var hud := HeadsUpDisplay.get_singleton()
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	if hud:
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		hud.set_health_percentage(float(remaining) / float(self.get_max_health()))
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"
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_bxedw"]
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			@ -61,3 +67,4 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0)
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shape = SubResource("CapsuleShape3D_eqqp1")
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[connection signal="death" from="HealthStatus" to="HealthStatus" method="_on_death"]
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[connection signal="health_changed" from="HealthStatus" to="HealthStatus" method="_on_health_changed"]
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