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Dog-Lynx-And-HCN/scripts/Statemachine/UIState.gd
T

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extends CanvasLayer
class_name UIState
@onready var baseball = $"%baseball"
@onready var basketball = $"%basketball"
static var player: EntityBase = null
static var bossbar: EntityStateBar
static var currentPanel: FullscreenPanelBase = null
static var panels: Control
func _ready():
bossbar = $"%bossbar"
panels = $"%panels"
func _process(_delta):
bossbar.visible = !!bossbar.entity
func _physics_process(_delta):
if is_instance_valid(player):
baseball.count = player.inventory[ItemStore.ItemType.BASEBALL]
basketball.count = player.inventory[ItemStore.ItemType.BASKETBALL]
if currentPanel:
WorldManager.rootNode.process_mode = Node.PROCESS_MODE_DISABLED
else:
WorldManager.rootNode.process_mode = Node.PROCESS_MODE_INHERIT
static func setPanel(targetName: String = ""):
currentPanel = null
for panel in panels.get_children():
if panel is FullscreenPanelBase:
if panel.name == targetName:
currentPanel = panel
panel.showPanel()
else:
panel.hidePanel()