@tool @icon("res://assets/ui/IconGodotNode/control/icon_gear_2.png") class_name Toolbox extends OverlaidMenu @export var player: PlayerController @export var level_selection_menu: PackedScene = preload("uid://fybssggvts5q") @onready var player_invicible_toggle: CheckButton = %PlayerInvicibleToggle @onready var player_health_spin_box: SpinBox = %PlayerHealthSpinBox @onready var player_damage_spin_box: SpinBox = %PlayerDamageSpinBox func _ready() -> void: player_invicible_toggle.button_pressed = player.IsInvincibleOverride player_health_spin_box.value = player.RHealth.StartingHealth player_damage_spin_box.value = player.RDamage.DamageDealt func _on_kill_player_button_pressed() -> void: get_tree().create_timer(1).timeout.connect(player.Kill) close() func _on_player_invicible_toggled(toggled_on: bool) -> void: player.IsInvincibleOverride = toggled_on func _on_restart_current_level_pressed() -> void: SceneLoader.reload_current_scene() close() func _on_select_level_pressed() -> void: var menu: LevelSelectMenu = level_selection_menu.instantiate() menu.level_selected.connect(_on_level_selected) add_child(menu) func _on_level_selected() -> void: close() func _on_player_health_changed(value: float) -> void: player.SetPlayerHealthOverride(value) func _on_player_damage_changed(value: float) -> void: player.SetPlayerDamageOverride(value)