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extends Control
var active_type: Block.Type = Block.Type.GRASS
func _input(event: InputEvent) -> void:
if event.is_action_pressed("inventory_bar_slot_1"):
_on_texture_rect_pressed()
if event.is_action_pressed("inventory_bar_slot_2"):
_on_texture_rect_2_pressed()
if event.is_action_pressed("inventory_bar_slot_3"):
_on_texture_rect_3_pressed()
if event.is_action_pressed("inventory_bar_slot_4"):
_on_texture_rect_4_pressed()
if event.is_action_pressed("inventory_bar_slot_5"):
_on_texture_rect_5_pressed()
if event.is_action_pressed("inventory_bar_slot_6"):
_on_texture_rect_6_pressed()
func _on_texture_rect_pressed() -> void:
active_type = Block.Type.GRASS
func _on_texture_rect_2_pressed() -> void:
active_type = Block.Type.STONE
func _on_texture_rect_3_pressed() -> void:
active_type = Block.Type.ICE
func _on_texture_rect_4_pressed() -> void:
active_type = Block.Type.WOOD
func _on_texture_rect_5_pressed() -> void:
active_type = Block.Type.SAND
func _on_texture_rect_6_pressed() -> void:
active_type = Block.Type.PLANKS
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