extends Window var dragging : bool = false var data : AdventurerData @onready var nameLabel = %NameLabel @onready var jobLabel = %JobLabel @onready var expLabel : Label = %ExpLabel @onready var levelLabel :Label = %LevelLabel @onready var lifeLabel :Label = %LifeLabel @onready var energyLabel :Label = %EnergyLabel @onready var strLabel :Label = %STRLabel @onready var dexLabel :Label = %DEXLabel @onready var intLabel :Label = %INTLabel @onready var chaLabel :Label = %CHALabel @onready var faiLabel :Label = %FAILabel @onready var lukLabel :Label = %LUKLabel func setup(adv : AdventurerData) -> void: data = adv nameLabel.text = data.full_name() if data.job: jobLabel.text = data.job.name else: jobLabel.text = "ERROR" levelLabel.text = str(data.level) expLabel.text = "Exp: %d/%d" % [data.exp, data.get_tnl()] lifeLabel.text = "Life: " + str(data.life) + "/" + str(data.max_life) energyLabel.text = "Energy: " + str(data.energy) + "/" + str(data.max_energy) strLabel.text = str(data.stats.STR) dexLabel.text = str(data.stats.DEX) intLabel.text = str(data.stats.INT) chaLabel.text = str(data.stats.CHA) faiLabel.text = str(data.stats.FAI) lukLabel.text = str(data.stats.LUK) #TODO: Show equipment func _on_close_requested() -> void: queue_free() func _on_drag_region_gui_input(event: InputEvent) -> void: if event is InputEventMouseButton: if event.button_index == MOUSE_BUTTON_LEFT: dragging = event.pressed elif dragging and event is InputEventMouseMotion: position += Vector2i(event.screen_relative)