extends Control @onready var sub_item_list: Array[Variant] = [$LockItem, $CoreItem, $WeaponItem, $PlayerStatusItem] func _ready(): SignalManager.character_status_changed.connect(on_character_status_changed) func on_character_status_changed(id: int, status_name: String, value) -> void: if id != Global.character_mgr.get_player_id(): return var func_name: String = "on_%s_changed" % status_name for sub_item in sub_item_list: if sub_item.has_method(func_name): sub_item.call(func_name, value) func input_action_pressed(key: String): match key: "menu": Global.ui_mgr.close("hud") Global.ui_mgr.pause_open("menu") "status": Global.ui_mgr.close("hud") Global.ui_mgr.pause_open("status")