extends HSplitContainer class_name LevelDisplay var currentSkill:Skill var skillIconDisplay:TextureRect var skillNameDisplay:Label var skillLevelDisplay:Label var skillXPBar:ProgressBar func _ready(): skillIconDisplay = get_node("SkillIcon") skillNameDisplay = get_node("VSplitContainer/HSplitContainer/SkillName") skillLevelDisplay = get_node("VSplitContainer/HSplitContainer/SkillLevel") skillXPBar = get_node("VSplitContainer/XPBar") func _process(_delta): if currentSkill != null: update_xp_bar() update_level() update_skill_info(currentSkill) func update_xp_bar(): skillXPBar.value = currentSkill.currentXP skillXPBar.max_value = LevelManager.get_XP_to_next_level(currentSkill.currentLevel) var currentXPString = XpDisplayUtils.xpFormater(currentSkill.currentXP, true) if skillXPBar.max_value <= 9999999: var maxXPString = XpDisplayUtils.xpFormater(skillXPBar.max_value, true) skillXPBar.get_node("XPLabel").text = currentXPString + "/" + maxXPString + "XP" else: skillXPBar.get_node("XPLabel").text = currentXPString + "XP" func update_level(): skillLevelDisplay.text = "Lv. " + str(currentSkill.currentLevel) func update_skill_info(skill:Skill): if !skill.hidden: skillIconDisplay.texture = currentSkill.get_icon() skillNameDisplay.text = currentSkill.skillName else: skillIconDisplay.texture = currentSkill.hiddenIcon skillNameDisplay.text = "???" func set_skill(skill:Skill): currentSkill = skill update_skill_info(currentSkill)