extends TextureProgressBar @export var weapon_signal_name = "minigun" @onready var reset_position = position var last_ammo : int = 99999 func _ready() -> void: HudSignalBus.connect(weapon_signal_name, update) func update(current_ammo : int, max_ammo : int): if current_ammo < last_ammo: last_ammo = current_ammo $GPUParticles2D.emitting = true get_tree().create_timer(0.1).timeout.connect(particle_foo) value = (current_ammo*100.0)/max_ammo $Label.text = str(current_ammo) var tween = get_tree().create_tween() tween.tween_property(self, "position", reset_position+(6*Vector2.ONE),.05) tween.tween_property(self, "position", reset_position,.05) func particle_foo(): $GPUParticles2D.emitting = false