extends CanvasLayer var open = false setget set_open onready var parent = get_parent() var active_conduit = null var active_projectile = null var active_effect = null onready var Anim = $AnimationPlayer ### onready var Conduits = $Conduits onready var Conduit1 = $Inventory/Conduits/Conduit1 onready var Conduit2 = $Inventory/Conduits/Conduit2 onready var Conduit3 = $Inventory/Conduits/Conduit3 onready var Conduit4 = $Inventory/Conduits/Conduit4 onready var Projectiles = $Inventory/Projectiles onready var Projectile1 = $Inventory/Projectiles/Projectile1 onready var Projectile2 = $Inventory/Projectiles/Projectile2 onready var Projectile3 = $Inventory/Projectiles/Projectile3 onready var Projectile4 = $Inventory/Projectiles/Projectile4 onready var Effects = $Inventory/Effects onready var Effect1 = $Inventory/Effects/Effect1 onready var Effect2 = $Inventory/Effects/Effect2 onready var Effect3 = $Inventory/Effects/Effect3 onready var Effect4 = $Inventory/Effects/Effect4 ### func _process(delta): if Input.is_action_just_pressed("inventory"): set_open(!open) func set_open(new): if open != new: if new == true: Anim.play("SlideIn") if new == false: Anim.play("SlideOut") open = new func add_item(index): match index: Globals.Conduit1: Conduit1.visible = true Globals.Conduit2: Conduit2.visible = true Globals.Conduit3: Conduit3.visible = true Globals.Conduit4: Conduit4.visible = true Globals.Projectile1: Projectile1.visible = true Globals.Projectile2: Projectile2.visible = true Globals.Projectile3: Projectile3.visible = true Globals.Projectile4: Projectile4.visible = true Globals.Effect1: Effect1.visible = true Globals.Effect2: Effect2.visible = true Globals.Conduit3: Effect3.visible = true Globals.Conduit4: Effect4.visible = true func _on_Conduit1_toggled(): if Conduit1.is_visible() and active_conduit != Globals.Magic[Globals.Conduit1]: active_conduit = Globals.Magic[Globals.Conduit1] parent.WandPosition.set_current_conduit(active_conduit) func _on_Conduit2_toggled(): if Conduit2.is_visible() and active_conduit != Globals.Magic[Globals.Conduit2]: active_conduit = Globals.Magic[Globals.Conduit2] parent.WandPosition.set_current_conduit(active_conduit) func _on_Conduit3_toggled(): if Conduit3.is_visible() and active_conduit != Globals.Magic[Globals.Conduit3]: active_conduit = Globals.Magic[Globals.Conduit3] parent.WandPosition.set_current_conduit(active_conduit) func _on_Conduit4_toggled(): if Conduit4.is_visible() and active_conduit != Globals.Magic[Globals.Conduit4]: active_conduit = Globals.Magic[Globals.Conduit4] parent.WandPosition.set_current_conduit(active_conduit) func _on_Projectile1_pressed(): if Projectile1.is_visible() and active_projectile != Globals.Magic[Globals.Projectile1]: active_projectile = Globals.Magic[Globals.Projectile1] func _on_Projectile2_pressed(): if Projectile2.is_visible() and active_projectile != Globals.Magic[Globals.Projectile2]: active_projectile = Globals.Magic[Globals.Projectile2] func _on_Projectile3_pressed(): if Projectile3.is_visible() and active_projectile != Globals.Magic[Globals.Projectile3]: active_projectile = Globals.Magic[Globals.Projectile3] func _on_Projectile4_pressed(): if Projectile4.is_visible() and active_projectile != Globals.Magic[Globals.Projectile4]: active_projectile = Globals.Magic[Globals.Projectile4]