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