точно есть дэшм
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extends CanvasLayer
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@onready var currStateLabelText = %CurrStateLabelText
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@onready var currDirLabelText = %CurrDirectionLabelText
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@onready var desiredMoveSpeedLabelText = %DesiredMoveSpeedLabelText
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@onready var velocityLabelText = %VelocityLabelText
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@onready var nbJumpsInAirAllowedLabelText = %NbJumpsInAirAllowedLabelText
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@onready var weaponStackLabelText = %WeaponStackLabelText
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@onready var weaponNameLabelText = %WeaponNameLabelText
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@onready var totalAmmoInMagLabelText = %TotalAmmoInMagLabelText
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@onready var totalAmmoLabelText = %TotalAmmoLabelText
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func displayCurrentState(currState : String):
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currStateLabelText.set_text(str(currState))
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func displayCurrentDirection(currDir : Vector3):
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currDirLabelText.set_text(str(currDir))
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func displayDesiredMoveSpeed(desMoveSpeed : float):
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desiredMoveSpeedLabelText.set_text(str(desMoveSpeed))
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func displayVelocity(vel : float):
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velocityLabelText.set_text(str(vel))
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func displayNbJumpsInAirAllowed(nbJumpsInAirAllowed : int):
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nbJumpsInAirAllowedLabelText.set_text(str(nbJumpsInAirAllowed))
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#----------------------------------------------------------------------------
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func displayWeaponStack(weaponStack : int):
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weaponStackLabelText.set_text(str(weaponStack))
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func displayWeaponName(weaponName : String):
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weaponNameLabelText.set_text(str(weaponName))
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func displayTotalAmmoInMag(totalAmmoInMag : int, nbProjShotsAtSameTime : int):
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totalAmmoInMagLabelText.set_text(str(totalAmmoInMag/nbProjShotsAtSameTime))
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func displayTotalAmmo(totalAmmo : int, nbProjShotsAtSameTime : int):
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totalAmmoLabelText.set_text(str(totalAmmo/nbProjShotsAtSameTime))
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@@ -0,0 +1 @@
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uid://dx02l6p6behb8
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