extends CanvasLayer class_name UIState @onready var baseball = $"%baseball" @onready var basketball = $"%basketball" @onready var apple = $"%apple" 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] apple.count = player.inventory[ItemStore.ItemType.APPLE] 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()