some ui improvements
This commit is contained in:
@ -111,9 +111,7 @@ func _process(delta: float) -> void:
|
||||
button.press()
|
||||
currency -= button.press_cost
|
||||
if interaction_raycast.get_collider() is ItemCard:
|
||||
var pickup = interaction_raycast.get_collider().pick_up()
|
||||
inventory.add(pickup)
|
||||
hud.pickup(pickup)
|
||||
add_card(interaction_raycast.get_collider().pick_up())
|
||||
if Input.is_action_just_pressed("Equip In Gauntlet"):
|
||||
equip_weapon()
|
||||
if Input.is_action_just_pressed("Secondary Fire"):
|
||||
@ -200,6 +198,7 @@ func enter_editing_mode(value):
|
||||
hud.set_wave_count(value + 1)
|
||||
hud.set_energy_visible(false)
|
||||
hud.set_offhand_energy_visible(false)
|
||||
hud.grow_wave_start_label()
|
||||
editing_mode = true
|
||||
edit_tool.enabled = true
|
||||
left_hand.set_visible(true)
|
||||
@ -212,6 +211,7 @@ func exit_editing_mode(value):
|
||||
gauntlet_sprite.set_visible(false)
|
||||
weapons_active = false
|
||||
hud.set_wave_count(value)
|
||||
hud.shrink_wave_start_label()
|
||||
if !weapon and offhand_weapon:
|
||||
swap_weapons()
|
||||
if weapon:
|
||||
|
Reference in New Issue
Block a user