Extensive work done on basically everything. Attacks prototyped, animations prototyped, pawnbody split out, all traps but pitfall implemented, UI hooked up more.
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18
scripts/control_display.gd
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18
scripts/control_display.gd
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class_name ControlDisplay extends Control
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@onready var range_attack_button : TextureButton = $RangedAttack
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@onready var melee_attack_button : TextureButton = $MeleeAttack
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@onready var trap_button : TextureButton = $Trap
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@onready var detect_button : TextureButton = $Detect
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@onready var switch_button : TextureButton = $Switch
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func _on_melee_range_changed(melee : bool) -> void:
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range_attack_button.visible = !melee
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melee_attack_button.visible = melee
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func _process(delta: float) -> void:
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trap_button.set_pressed_no_signal(Input.is_action_pressed("lay trap"))
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detect_button.set_pressed_no_signal(Input.is_action_pressed("detect"))
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switch_button.set_pressed_no_signal(Input.is_action_pressed("detonate"))
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melee_attack_button.set_pressed_no_signal(Input.is_action_pressed("attack"))
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range_attack_button.set_pressed_no_signal(Input.is_action_pressed("attack"))
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