public override void _Ready() { _instance = this; this.SetNodesByDeclaredNodePaths(); HideTooltip(); _panelContainer.Connect("resized", this, nameof(OnPanelResized)); GameEventDispatcher.Instance.Connect(nameof(GameEventDispatcher.EventZoneChanged), this, nameof(OnZoneChanged)); }
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(); }
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)); }