Files
gymkhana-actions/addons/escoria-wizard/escoria_wizard.gd

44 lines
1.2 KiB
GDScript

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