extends Control @onready var slot_label := $SlotLabel @onready var ammo_label := $AmmoLabel @onready var image_slot := $ItemImage @onready var reload_bar := $ReloadBar @onready var item_selecter := $ItemSelector func slot_selected(): item_selecter.set_visible(true) func slot_deselected(): item_selecter.set_visible(false) func reload_item(cooldown: float): reload_bar.set_visible(true) reload_bar.set_max(cooldown) reload_bar.set_step(0.1) var tween = get_tree().create_tween() tween.tween_method(reload_bar.set_value, 0.0, cooldown, cooldown) await tween.finished reload_bar.set_visible(false) func clear_slot(): image_slot.set_texture(null) func setup_slot(item_details: Dictionary): clear_slot() var picNode = TextureRect.new() image_slot.add_child(picNode) picNode.set_mouse_filter(2) picNode.set_name("inv_texture") picNode.set_texture(item_details.item_texture) picNode.set_stretch_mode(TextureRect.STRETCH_KEEP) picNode.size = Vector2(16, 16) picNode.position = Vector2(-8, -8) picNode.set_anchors_preset(Control.PRESET_BOTTOM_WIDE) if item_details.item_type == 0: # is weapon set_ammo_label(str(item_details.item_ammo)) func set_slot_label(slot_index: String): slot_label.set_text(slot_index) func set_ammo_label(ammo_value: String): ammo_label.set_visible(true) ammo_label.set_text(ammo_value)