cooldowns, sword holstering, ability colors
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@@ -20,6 +20,7 @@ var _toggle_btn: Button
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var _spawner: Node
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var _player: Node = null
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var _cd_overlays: Array[ColorRect] = []
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var _cd_labels: Array[Label] = []
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var _health_segments: Array[ColorRect] = []
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var _health_connected: bool = false
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@@ -48,6 +49,13 @@ func _process(_delta: float) -> void:
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var ov := _cd_overlays[i]
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ov.anchor_top = 1.0 - fraction
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ov.anchor_bottom = 1.0
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var remaining: float = _player.call(&"ability_cooldown_remaining", i)
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var lbl := _cd_labels[i]
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if remaining > 0.0:
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lbl.text = "%.1fs" % remaining
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lbl.visible = true
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else:
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lbl.visible = false
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func _find_spawner() -> void:
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@@ -188,6 +196,17 @@ func _build_ability_slot(idx: int) -> Control:
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stack.add_child(cd_overlay)
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_cd_overlays.append(cd_overlay)
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var cd_lbl := Label.new()
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cd_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
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cd_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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cd_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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cd_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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cd_lbl.visible = false
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cd_lbl.add_theme_color_override("font_color", Color.WHITE)
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cd_lbl.add_theme_font_size_override("font_size", 18)
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stack.add_child(cd_lbl)
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_cd_labels.append(cd_lbl)
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var key_lbl := Label.new()
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key_lbl.text = _ABILITY_KEYS[idx]
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key_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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