private void OnGuiInput(InputEvent evt) { if (evt.IsActionPressed("select") && _openedNodes.Count > 0) { EmitSignal(nameof(CloseRequested)); _rootControl.AcceptEvent(); } else if (evt.IsActionPressed("deselect") && (_openedTypes.Contains(typeof(PlayerInventoryUI)) || _openedTypes.Contains(typeof(EquipmentUI)))) { EmitSignal(nameof(DeselectRequested)); _rootControl.AcceptEvent(); } else { Main.SendInput(evt); } }