extends Node var charPanel var invPanel var weapons var currentWeapon func _ready(): charPanel = get_node("CharacterPanel") invPanel = get_node("Inventory") invPanel.visible = false weapons = get_node("ViewportContainer/Viewport/Weapons") func SelectSlot(slot): ## bruh moment if slot > 3 or slot < 1 :troll: var item = charPanel.slots[slot].item ## All the Item vars ( idfk if we need any of them tho ) #var itemIcon; #var itemName; #var itemValue; #var itemSlot; #var slotType; #var picked = false; #var rarity = 0; if currentWeapon != null: currentWeapon.visible = false if(item == null): return currentWeapon = weapons.get_node(item.itemName) if currentWeapon != null: currentWeapon.visible = true func ShowInventory(value): invPanel.visible = value func AddToInventory(itemName, itemIcon): return invPanel.AddToInventory(itemName, itemIcon) func AddToHotbar(itemName, itemIcon): return charPanel.AddToHotbar(itemName, itemIcon) func has(itemName): if currentWeapon == null: return false return currentWeapon.name == itemName