extends CanvasLayer # Copyright (c) 2019-2020 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(NodePath) var gui_base_path : NodePath export(NodePath) var buttons_path : NodePath export(NodePath) var windows_path : NodePath var gui_base : Node var buttons : Node var windows : Node export(NodePath) var loot_window_path : NodePath var loot_window : Control func _ready(): initialize() func initialize(): gui_base = get_node(gui_base_path) buttons = get_node(buttons_path) windows = get_node(windows_path) loot_window = get_node(loot_window_path) as Control func _on_Player_onc_open_loot_winow_request() -> void: if loot_window != null: loot_window.show()