tool extends Control const GENERIC_ERROR_NODE = "Menu/InformationWindows/generic_error_window" # This variable is set by plugin.gd and used to allow the plugin to interact with the Godot # editor (open the ESCPlayer scene in the editor once it's created) var plugin_reference func _ready() -> void: for section_loop in ["RoomCreator", "CharacterCreator", "ItemCreator"]: get_node(section_loop).visible = false $Menu.visible = true func NewGame_pressed() -> void: pass # Replace with function body. func NewRoom_pressed() -> void: $Menu.visible = false $RoomCreator.visible = true $RoomCreator.room_creator_reset() func CharacterCreator_pressed() -> void: $Menu.visible = false $CharacterCreator.visible = true if plugin_reference == null: get_node(GENERIC_ERROR_NODE).dialog_text = "Warning!\n\nExporting your character will fail when\n" get_node(GENERIC_ERROR_NODE).dialog_text += "running the character creator directly rather than\n" get_node(GENERIC_ERROR_NODE).dialog_text += "as a plugin.\n\nPlease open this as a plugin." get_node(GENERIC_ERROR_NODE).popup() func InventoryItem_pressed() -> void: $Menu.visible = false $ItemCreator.visible = true