monsterfangen/ui/ingame_menu/ingame_menu.gd

36 lines
987 B
GDScript

extends Control
class_name MonsterList
@onready var monster_list_entry_container: VBoxContainer = %MonsterListEntryContainer/VBoxContainer
@onready var monster_list_entry: PackedScene = preload("res://ui/ingame_menu/party_list_entry.tscn")
func _ready() -> void:
# INFO: Add debug heal function for the "Party" button
%PartyButton.pressed.connect(debug_heal)
visible = false
for i: int in range(6):
var entry: Node = monster_list_entry.instantiate()
monster_list_entry_container.add_child(entry)
func _on_close_button_pressed() -> void:
visible = false
func update() -> void:
for i: int in range(6):
var entry: Node = monster_list_entry_container.get_child(i)
if SaveManager.current_save.party.size() >= i+1:
var monster: MonsterData = SaveManager.current_save.party[i]
entry.update(monster)
else:
entry.hide_entry()
func _update_player_info() -> void:
#%PlayerName.text =
pass
func debug_heal() -> void:
Utils.heal_all()
UI.ingame_menu.update()