using System.Collections; using System.Collections.Generic; using BumpCombat.Combat; using BumpCombat.Constants; using BumpCombat.Core; using BumpCombat.Enemies; using BumpCombat.Player; using BumpCombat.Progression; using UnityEngine; using UnityEngine.EventSystems; using UnityEngine.InputSystem.UI; using UnityEngine.UI; namespace BumpCombat.UI { public sealed class RunHUD : MonoBehaviour { [SerializeField] private Image healthFill; [SerializeField] private Text healthText; [SerializeField] private Image experienceFill; [SerializeField] private Text levelText; [SerializeField] private Text timerText; [SerializeField] private Text enemyCountText; [SerializeField] private Text hitDebugText; [SerializeField] private Text eventText; [SerializeField] private GameObject gameOverPanel; [SerializeField] private Text damagePopupTemplate; [SerializeField, Min(1)] private int maxConcurrentDamagePopups = 12; private PlayerHealth playerHealth; private PlayerStats playerStats; private ActiveArtifactController activeArtifactController; private ExperienceSystem experienceSystem; private RunManager runManager; private BumpCombat.Spawning.SpawnDirector spawnDirector; private Camera worldCamera; private Image artifactGaugeFill; private Text artifactGaugeText; private Text artifactNameText; private Text artifactStateText; private Image guardGaugeFill; private Image guardGaugeTrack; private Text guardLabelText; private Text pressureStreakText; private bool showingTimedEventMessage; private Image healthGaugeTrack; private Image experienceGaugeTrack; private GameObject statusPanel; private GameObject artifactPanel; private CanvasGroup compactHudGroup; private GameObject timerPanel; private GameObject debugSpawnPanel; private Button[] debugSpawnButtons = System.Array.Empty