removed editor granted weapon abilities and prepared granting abilites through an inventory
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@@ -9,22 +9,26 @@ extends Node
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@export_group("Overlaid")
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@export var lost_menu_scene : PackedScene = preload("uid://ciyq8eiv1mtie")
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@export var toolbox_scene : PackedScene = preload("uid://bcn582q8qd4ns")
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@export var inventory_scene : PackedScene = preload("uid://oq1jjvjs4qga")
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@export_category("Others")
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@export var focused_viewport : Viewport
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@export var toolbox_action:GUIDEAction = preload("uid://ca68r7n3bwba3")
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@export var inventory_action:GUIDEAction = preload("uid://7ne5mdytlidm")
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# Debug
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@onready var debug_layer: CanvasLayer = $"../DebugLayer"
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@onready var inventory_layer: CanvasLayer = $"../InventoryLayer"
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@onready var player: PlayerController = $"../Player"
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func _ready() -> void:
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toolbox_action.triggered.connect(open_toolbox)
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inventory_action.triggered.connect(open_inventory)
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func open_overlaid_menu(menu: PackedScene) -> Node:
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if not focused_viewport:
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focused_viewport = get_viewport()
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var _initial_focus_control = focused_viewport.gui_get_focus_owner()
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var _initial_focus_control: Control = focused_viewport.gui_get_focus_owner()
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return menu.instantiate()
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func open_toolbox() -> void:
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@@ -32,6 +36,11 @@ func open_toolbox() -> void:
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toolbox.player = player
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debug_layer.call_deferred("add_child", toolbox)
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func open_inventory() -> void:
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var inventory: Control = open_overlaid_menu(inventory_scene)
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inventory.player = player
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inventory_layer.call_deferred("add_child", inventory)
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func on_player_died() -> void:
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var lost_menu: LevelLostMenu = open_overlaid_menu(lost_menu_scene)
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get_tree().current_scene.call_deferred("add_child", lost_menu)
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