extends Control # 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 spell_book_path export (NodePath) var spell_book_button_path var spell_book var spell_book_button export (NodePath) var lock_button_path var lock_button var player func _ready(): lock_button = get_node(lock_button_path) lock_button.connect("pressed", self, "_lock_button_click") func set_player(p_player): player = p_player func _lock_button_click(): if player == null: return var cls = player.centity_data if cls == null: return var profile = ProfileManager.get_class_profile(cls.id) profile.actionbar_locked = not profile.actionbar_locked