Support pure-Godot custom energy counters in BaseLib without requiring vanilla game scripts#62
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MLT5419 wants to merge 2 commits intoAlchyr:developfrom
Open
Support pure-Godot custom energy counters in BaseLib without requiring vanilla game scripts#62MLT5419 wants to merge 2 commits intoAlchyr:developfrom
MLT5419 wants to merge 2 commits intoAlchyr:developfrom
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…g vanilla game scripts
…g vanilla game scripts
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This PR adds a new runtime conversion path for custom character energy counters in BaseLib.
Before this change, custom energy counters still effectively depended on
NEnergyCounter-style scenes, or on BaseLib patching the vanilla Ironclad counter and swapping a few textures. That approach was limited, brittle across game updates, and not practical for standalone mod projects because Godot scenes in those projects cannot directly reference scripts from the game's assembly.This PR changes the workflow so mod authors can provide a pure Godot scene and let BaseLib convert it into a working
NEnergyCounterinstance at runtime.Key points:
CustomCharacterModel.CustomEnergyCounterScenePathas the preferred API for custom energy counters.NEnergyCounter.Control,Label,TextureRect,Node2D, andGpuParticles2D.NEnergyCounterbehavior for energy text updates, zero-energy dimming, gain-energy VFX restarts, rotation layers, and combat UI animations.CustomEnergyCounterAPI as a legacy compatibility path.StarAnchorsupport so custom counters can define where the star counter should be attached.CharacterModel.EnergyCounterPathpatching so custom energy counter assets can still participate in normal asset loading.In practice, this means BaseLib now handles the script boundary for energy counters in the same spirit that it already handles other custom content hooks: mod authors define data/scenes with normal Godot nodes, and BaseLib adapts them to the runtime structures expected by the game.
My current personal test conclusion is that it can be used normally.