boost bar and cds
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7 files changed
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+18
-8
@@ -47,10 +47,11 @@ public class PowerUnit {
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static double boostFullChargeSeconds = 10f;
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static double boostDurationSeconds = 2f;
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double boostMax = 2f * boostDurationSeconds;
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double boostAvailable = 0f; // in seconds
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double boostProgress = 0f;
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double boostAvailable = 0f;
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public string BoostAvailable => $"{boostAvailable / 2f:0.0}";
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// public string BoostAvailable => $"{((boostAvailable / boostMax) * 100f):0}";
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public double BoostProgress => boostProgress / boostMax;
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public int BoostCharges => (int)(boostMax / boostDurationSeconds);
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public float Acceleration =>
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acceleration + boostActive.Count(b => b.output == Output.Acceleration) * baseOutput;
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@@ -69,18 +70,21 @@ public class PowerUnit {
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strafing = initialStrafing;
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boostActive = new();
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boostAvailable = 0f;
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boostProgress = 0f;
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shieldMax = initialShieldMax ;
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shieldMax = initialShieldMax;
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shieldCurrent = initialShieldMax;
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}
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public void Deploy(Output output) {
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if (boostAvailable < boostDurationSeconds * (boostActive.Count + 1)) return;
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if (boostAvailable < boostDurationSeconds) return;
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boostActive.Add((output, Time.timeAsDouble + boostDurationSeconds));
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boostAvailable -= boostDurationSeconds;
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}
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public void Tick() {
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if (boostProgress <= 0f) boostActive.Clear();
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// remove expired boosts
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boostActive = boostActive.Where(b => b.expiresAt > Time.timeAsDouble).ToList();
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@@ -91,8 +95,14 @@ public class PowerUnit {
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int count => count * Time.fixedDeltaTime * -1f,
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};
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double next = Math.Min(boostAvailable + delta, boostMax);
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boostAvailable = Math.Max(0f, next);
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// boost available gets dragged up by the clock
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// when the delta is positive
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// which can only happen when there are no active boosts
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// check it vvvv
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// Debug.Log($"Progress={boostProgress} actualAvailability={boostAvailable}");
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double next = Math.Min(boostProgress + delta, boostMax);
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boostProgress = Math.Max(0f, next);
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if (delta > 0f) boostAvailable = boostProgress;
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shieldMax = initialShieldMax + boostActive.Count(b => b.output == Output.Shield) * 1000f;
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shieldCurrent = Math.Min(shieldCurrent + ShieldRegen, shieldMax);
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@@ -27,8 +27,6 @@ public class ShipControls : MonoBehaviour {
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float clampAngle = 90.0f;
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public PowerUnit powerUnit = new();
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int boostDurationSeconds = 2;
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int boostCooldownSeconds = 5;
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void Start() {
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Cursor.lockState = CursorLockMode.Locked;
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@@ -0,0 +1,96 @@
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using System;
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using Unity.Collections;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace BoostComponents {
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public class BoostBar : VisualElement {
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// Need this uxml traits and factory for it to show up in editor
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public new class UxmlTraits : VisualElement.UxmlTraits {
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UxmlDoubleAttributeDescription m_ProgressAttribute = new UxmlDoubleAttributeDescription() {
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name = "progress"
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};
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UxmlIntAttributeDescription m_ChargesAttribute = new UxmlIntAttributeDescription() {
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name = "charges"
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};
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public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) {
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base.Init(ve, bag, cc);
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(ve as BoostBar).progress = m_ProgressAttribute.GetValueFromBag(bag, cc);
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(ve as BoostBar).charges = m_ChargesAttribute.GetValueFromBag(bag, cc);
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}
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}
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public new class UxmlFactory : UxmlFactory<BoostBar, UxmlTraits> { }
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public static readonly string ussClassName = "boostBar";
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public static readonly string ussLabelClassName = "boostBar";
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double m_Progress = 0f;
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int m_Charges = 2;
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Color strokeColor = Color.white;
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public double progress {
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get => m_Progress;
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set {
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m_Progress = value;
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MarkDirtyRepaint();
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}
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}
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public int charges {
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get => m_Charges;
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set {
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m_Charges = value;
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MarkDirtyRepaint();
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}
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}
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public BoostBar() {
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AddToClassList(ussClassName);
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RegisterCallback<CustomStyleResolvedEvent>(evt => CustomStylesResolved(evt));
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generateVisualContent += GenerateVisualContent;
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}
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static void CustomStylesResolved(CustomStyleResolvedEvent evt) {
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BoostBar element = (BoostBar)evt.currentTarget;
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element.UpdateCustomStyles();
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}
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void UpdateCustomStyles() {
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MarkDirtyRepaint();
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}
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void GenerateVisualContent(MeshGenerationContext context) {
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float width = contentRect.width;
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float height = contentRect.height;
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double length = width * m_Progress;
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Vector2 left = new Vector2(0f, height / 2);
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Vector2 end = new Vector2((float)length, height / 2);
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var painter = context.painter2D;
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painter.lineWidth = 4.0f;
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painter.lineCap = LineCap.Butt;
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painter.strokeColor = strokeColor;
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painter.BeginPath();
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painter.MoveTo(left);
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painter.LineTo(end);
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painter.Stroke();
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float chevGap = width / charges;
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for (int i = 0; i < charges + 1; i++) {
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painter.BeginPath();
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painter.MoveTo(new Vector2(i * chevGap, height));
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painter.LineTo(new Vector2(i * chevGap, 0f));
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painter.Stroke();
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4bc4f30c8e6df2a739c0909bbb9e1c7d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -11,9 +11,8 @@
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<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="shields" text="100" style="min-width: 5%; -unity-text-align: upper-right; flex-basis: 10%;" />
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<ui:Label tabindex="-1" text="%" display-tooltip-when-elided="true" name="units" style="flex-basis: 10%; -unity-text-align: upper-left;" />
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</ui:VisualElement>
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<ui:VisualElement name="boostCtr" style="align-items: center; flex-direction: row; justify-content: center;">
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<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="boosts" text="1" style="min-width: 5%; -unity-text-align: upper-right; flex-basis: 10%;" />
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<ui:Label tabindex="-1" text="Boosts" display-tooltip-when-elided="true" name="units" style="flex-basis: 10%; -unity-text-align: upper-left;" />
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<ui:VisualElement name="boostBarCtr" style="height: 2.5%;">
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<BoostComponents.BoostBar progress="0.66" name="boostBar" charges="2" style="height: 100%;" />
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</ui:VisualElement>
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<ui:VisualElement name="puCtr" style="flex-direction: row;">
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<ui:Label tabindex="-1" display-tooltip-when-elided="true" name="puAccel" text="100" />
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@@ -5,6 +5,8 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.UIElements;
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using BoostComponents;
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public class ControlsUI : MonoBehaviour {
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[SerializeField]
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ShipControls ship;
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@@ -12,12 +14,13 @@ public class ControlsUI : MonoBehaviour {
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UIDocument uiDocument;
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Label speed;
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Label shields;
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Label boosts;
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Label puAccel;
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Label puDecel;
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Label puStrafe;
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Label puShield;
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BoostBar boostBar;
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void OnEnable() {
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Init();
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}
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@@ -28,11 +31,12 @@ public class ControlsUI : MonoBehaviour {
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shields = uiDocument.rootVisualElement.Q<Label>("shields");
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// PowerUnit
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boosts = uiDocument.rootVisualElement.Q<Label>("boosts");
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puAccel = uiDocument.rootVisualElement.Q<Label>("puAccel");
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puDecel = uiDocument.rootVisualElement.Q<Label>("puDecel");
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puStrafe = uiDocument.rootVisualElement.Q<Label>("puStrafe");
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puShield = uiDocument.rootVisualElement.Q<Label>("puShield");
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boostBar = uiDocument.rootVisualElement.Q<BoostBar>("boostBar");
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}
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void FixedUpdate() {
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@@ -45,10 +49,12 @@ public class ControlsUI : MonoBehaviour {
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speed.text = $"{ship.Speed():0}";
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shields.text = ship.powerUnit.ShieldPct;
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boosts.text = ship.powerUnit.BoostAvailable;
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puAccel.text = ship.powerUnit.Acceleration.ToString();
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puDecel.text = ship.powerUnit.Deceleration.ToString();
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puStrafe.text = ship.powerUnit.Strafing.ToString();
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puShield.text = ship.powerUnit.ShieldMax.ToString();
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boostBar.progress = ship.powerUnit.BoostProgress;
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boostBar.charges = ship.powerUnit.BoostCharges;
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}
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}
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