Inventory close and open by button

This commit is contained in:
Marco 2025-03-01 20:50:47 +01:00
commit 80a13d047d
11 changed files with 165 additions and 53 deletions

View file

@ -8,6 +8,7 @@ using Cirno.Scripts.UI;
public partial class Hud : CanvasLayer
{
public static Hud Instance { get; private set; }
[Signal]
public delegate void StartGameEventHandler();
@ -48,10 +49,11 @@ public partial class Hud : CanvasLayer
private PauseMenu _pauseMenu;
private bool _playerDead = false;
private bool _playerDead = false; // useless
public override void _Ready()
{
Instance = this;
// Assuming the HUD has a Label node named "HealthLabel"
//_healthLabel = GetNode<Label>("HealthLabel");
_gameOverPanel.Hide();
@ -83,6 +85,11 @@ public partial class Hud : CanvasLayer
// await ToSignal(GetTree().CreateTimer(1.0), SceneTreeTimer.SignalName.Timeout);
// GetNode<Button>("StartButton").Show();
}
public void HideGameOver()
{
}
public void UpdateHealth(float newHealth, float maxHealth)
{
@ -190,20 +197,16 @@ public partial class Hud : CanvasLayer
public void OnGameStateChanged(GameState state)
{
// Clear on every change
ClearPauseMenu();
switch (state)
{
case GameState.Menu:
break;
case GameState.Paused:
SpawnPauseMenu();
break;
case GameState.Controlling:
case GameState.Menu:
case GameState.Playing:
ClearPauseMenu();
break;
case GameState.Dialogue:
default:
ClearPauseMenu();
break;
}