extends CanvasLayer @onready var current_weapon_label = $debug_hud/HBoxContainer/CurrentWeapon @onready var current_ammo_label = $debug_hud/HBoxContainer2/CurrentAmmo @onready var current_weapon_stack = $debug_hud/HBoxContainer3/WeaponStack @onready var hit_sight = $HitSight @onready var hit_sight_timer = $HitSight/HitSightTimer @onready var overLay = $Overlay func _on_weapons_manager_update_weapon_stack(WeaponStack): current_weapon_stack.text = "" for i in WeaponStack: current_weapon_stack.text += "\n"+i.weapon.weapon_name func _on_weapons_manager_update_ammo(Ammo): current_ammo_label.set_text(str(Ammo[0])+" / "+str(Ammo[1])) func _on_weapons_manager_weapon_changed(WeaponName): current_weapon_label.set_text(WeaponName) func _on_hit_sight_timer_timeout(): hit_sight.set_visible(false) func _on_weapons_manager_add_signal_to_hud(_projectile): _projectile.Hit_Successfull.connect(_on_weapons_manager_hit_successfull) func _on_weapons_manager_hit_successfull(): hit_sight.set_visible(true) hit_sight_timer.start() func load_over_lay_texture(Active:bool, txtr: Texture2D = null): overLay.set_texture(txtr) overLay.set_visible(Active) func _on_weapons_manager_connect_weapon_to_hud(_weapon_resouce: WeaponResource): _weapon_resouce.update_overlay.connect(load_over_lay_texture)