Example #1
0
 public override void _Ready()
 {
     _instance = this;
     this.SetNodesByDeclaredNodePaths();
     HideTooltip();
     _panelContainer.Connect("resized", this, nameof(OnPanelResized));
     GameEventDispatcher.Instance.Connect(nameof(GameEventDispatcher.EventZoneChanged), this, nameof(OnZoneChanged));
 }
Example #2
0
 public override void _Ready()
 {
     this.SetNodesByDeclaredNodePaths();
     _respawnButton.Connect("pressed", this, nameof(OnRespawnButtonPressed));
     _panelContainer.Connect("resized", this, nameof(OnPanelResized));
     GameEventDispatcher.Instance.Connect(nameof(GameEventDispatcher.EventPlayerDied), this, nameof(OnPlayerDied));
     Hide();
 }
Example #3
0
        public override void _Ready()
        {
            base._Ready();
            this.SetNodesByDeclaredNodePaths();
            Close();

            _animationPlayer = GetNode <AnimationPlayer>(_animationPlayerPath);

            _slots[0] = _slot1;
            _slots[1] = _slot2;

            for (int i = 0; i < _slots.Length; i++)
            {
                _slots[i].Connect(nameof(InventoryCell.Selected), this, nameof(OnCellSelected), new Godot.Collections.Array()
                {
                    _slots[i], i
                });
            }

            _panelContainer.Connect("resized", this, nameof(OnPanelResized));
            PlayerInventory.Instance.Connect(nameof(PlayerInventory.EquipmentUpdated), this, nameof(OnEquipmentUpdated));
        }