feat: implement powerup inventory UI to display and manage player powerups with dynamic button states, levels, and shortcuts.
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@@ -96,19 +96,6 @@ func _setup_btn(effect_id: int, btn: Button):
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lvl_lbl.text = "" # Hidden initially
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btn.add_child(lvl_lbl)
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# Add Cooldown Label
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if not btn.has_node("CooldownLabel"):
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var cd_lbl = Label.new()
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cd_lbl.name = "CooldownLabel"
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cd_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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cd_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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cd_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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cd_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
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cd_lbl.add_theme_font_size_override("font_size", 20)
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cd_lbl.add_theme_color_override("font_outline_color", Color.BLACK)
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cd_lbl.add_theme_constant_override("outline_size", 4)
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cd_lbl.text = ""
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btn.add_child(cd_lbl)
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# Add Keyboard Shortcut Label
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if not btn.has_node("ShortcutLabel"):
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@@ -181,9 +168,6 @@ func _connect_special_manager(special_manager):
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# Connect signals if not already connected
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if not special_manager.is_connected("powerup_unlocked", _on_powerup_unlocked):
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special_manager.connect("powerup_unlocked", _on_powerup_unlocked)
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if not special_manager.is_connected("cooldown_updated", _on_cooldown_updated):
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special_manager.connect("cooldown_updated", _on_cooldown_updated)
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if not special_manager.is_connected("inventory_updated", _on_inventory_updated):
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special_manager.connect("inventory_updated", _on_inventory_updated)
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