extends Control @onready var sub_item_list = [$LockItem,$SkillItem,$WeaponItem,$PlayerStatusItem] func _ready(): SignalManager.character_status_changed.connect(on_character_status_changed) func on_character_status_changed(id:int,status_name:String,value): if id != Global.character_mgr.get_player_id(): return var func_name = "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")