extends Control @onready var portrait : AdventurerPortrait = $HeroPortrait var option = 0 var opt_key : String = "" var choices : Array = [] func _ready() -> void: choices.resize(portrait.option_sets.size()) choices.fill(0) opt_key = portrait.option_sets.keys()[option] portrait.flash_option(portrait.option_sets.keys()[option], true) func _on_left_button_pressed() -> void: portrait.option_sets[opt_key].get_child(choices[option]).visible = false choices[option] -= 1 if choices[option] < 0: choices[option] = portrait.option_sets[opt_key].get_child_count() - 1 portrait.option_sets[opt_key].get_child(choices[option]).visible = true func _on_right_button_pressed() -> void: portrait.option_sets[opt_key].get_child(choices[option]).visible = false choices[option] += 1 if choices[option] >= portrait.option_sets[opt_key].get_child_count(): choices[option] -= portrait.option_sets[opt_key].get_child_count() portrait.option_sets[opt_key].get_child(choices[option]).visible = true pass # Replace with function body. func _on_up_button_pressed() -> void: portrait.flash_option(portrait.option_sets.keys()[option], false) option -= 1 if option < 0: option = portrait.option_sets.keys().size() - 1 opt_key = portrait.option_sets.keys()[option] portrait.flash_option(portrait.option_sets.keys()[option], true) func _on_down_button_pressed() -> void: portrait.flash_option(portrait.option_sets.keys()[option], false) option += 1 if option >= portrait.option_sets.keys().size(): option -= portrait.option_sets.keys().size() opt_key = portrait.option_sets.keys()[option] portrait.flash_option(portrait.option_sets.keys()[option], true) func _on_color_pressed(slot : ColorVariant.Types, col : String) -> void: portrait.set_color(slot, col)