class_name UIComponent extends CanvasLayer # Declare member variables here. Examples: # var a = 2 # var b = "text" onready var DialogContainer = $PanelContainer onready var DialogContainerPortrait = $PanelContainer/HSplitContainer/TextureRect onready var DialogContainerText = $PanelContainer/HSplitContainer/Label onready var DialogIndicator = $PanelContainer/Polygon2D onready var health_bar = $HealthBar ## Cool I can bring this in with a ctrl drag onready var selected_inventory_items = $"%SelectedInventoryItems" var current_pane var tween # Called when the node enters the scene tree for the first time. func _ready(): # How to change to a differant portrait picture. #DialogContainerPortrait.texture = UiManager.dialog_portrait #DialogContainerText.text = UiManager.dialog_text UiManager.current_pane = UiManager.UI_PANES.HUD #DialogContainer.visible = false tween = get_tree().create_tween().set_loops() tween.tween_property(DialogIndicator, "modulate", Color.darkgray, 1) tween.tween_property(DialogIndicator, "modulate", Color.white , 1) ##tween.tween_property(DialogIndicator, "modulate", Color.RED, 1) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta): $Debug.text = UiManager.debug_text if (UiManager.current_pane != current_pane): print("UI Switch detected") current_pane = UiManager.current_pane DialogContainer.visible = false health_bar.visible = false match current_pane: UiManager.UI_PANES.HUD: print("Enable HUD") health_bar.visible = true UiManager.UI_PANES.DIALOG: print("Enable Dialog") DialogContainerPortrait.texture = UiManager.dialog_portrait DialogContainerText.text = UiManager.dialog_text DialogContainer.visible = true #get_tree().paused = true _: # Implicitly off print("UI Turned off") func _unhandled_input(event): if current_pane == UiManager.UI_PANES.DIALOG and Input.is_action_just_pressed("ui_accept"): UiManager.current_pane = UiManager.UI_PANES.HUD #get_tree().paused = false