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