class_name HUD extends CanvasLayer @onready var score: Label = %Score @onready var tower: Label = %Tower @onready var spawn_box: Control = %SpawnBox @onready var players_list: PanelContainer = %PlayersList func _ready(): Client.player.score_changed.connect(func(): score.text = str(Client.player.score) ) Client.stage_state_changed.connect(func(state: State): if state is StateBuild: $TowerConfigurationsContainer.visible = true else: $TowerConfigurationsContainer.visible = false ) func _input(event: InputEvent): if event.is_action_pressed("spawn_box_toggle"): spawn_box.visible = not spawn_box.visible if event.is_action_pressed("players_list_toggle"): players_list.visible = not players_list.visible func _on_build_mode_button_gui_input(event: InputEvent) -> void: if event.is_action_pressed("select"): if Client.state is StateDefault: get_tree().current_scene.get_node("StateManager").set_state("StateBuild") elif Client.state is StateBuild: get_tree().current_scene.get_node("StateManager").set_state("StateDefault") func _on_spawner_box_button_gui_input(event: InputEvent) -> void: if event.is_action_pressed("select"): spawn_box.visible = not spawn_box.visible func _on_player_list_button_gui_input(event: InputEvent) -> void: if event.is_action_pressed("select"): players_list.visible = not players_list.visible