extends Control @onready var battle_moves_menu: VBoxContainer = %BattleMovesMenu var move_button: PackedScene = preload("res://ui/battle_ui/battle_move_button.tscn") # Called when the node enters the scene tree for the first time. func _ready() -> void: self.visible = false for i: int in range(4): var button: Node = move_button.instantiate() battle_moves_menu.add_child(button) func update() -> void: var player: Node3D = Utils.get_player() var player_fighter: MonsterData = SaveManager.current_save.party[0] as MonsterData %PartyFighterLevel.text = "Lv. %s" % str(player_fighter.level) %PartyFighterName.text = player_fighter.nickname if not player_fighter.nickname.is_empty() else player_fighter.name %PartyFighterHealthbar.max_value = player_fighter.health %PartyFighterHealthbar.value = player_fighter.current_health %EnemyMonsterLevel.text = "Lv. %s" % player.enemy.data.level %EnemyMonsterName.text = player.enemy.data.name %EnemyMonsterHealthbar.max_value = player.enemy.data.health %EnemyMonsterHealthbar.value = player.enemy.data.current_health func _on_battle_button_pressed() -> void: print("attacking enemy") Utils.get_player().attack_enemy() func set_message(msg: String) -> void: %Message.text = msg func disable() -> void: %BattleButton.disabled = true %PartyButton.disabled = true %ItemsButton.disabled = true %RunButton.disabled = true func enable() -> void: %BattleButton.disabled = false %PartyButton.disabled = false %ItemsButton.disabled = false %RunButton.disabled = false