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extends GUINode
var _active : bool = false
const _screen : NationManagement.Screen = NationManagement.Screen.PRODUCTION
func _ready() -> void:
GameSingleton.gamestate_updated.connect(_update_info)
Events.NationManagementScreens.update_active_nation_management_screen.connect(_on_update_active_nation_management_screen)
add_gui_element("country_production", "country_production")
var close_button : GUIIconButton = get_gui_icon_button_from_nodepath(^"./country_production/close_button")
if close_button:
close_button.pressed.connect(Events.NationManagementScreens.close_nation_management_screen.bind(_screen))
_update_info()
func _notification(what : int) -> void:
match what:
NOTIFICATION_TRANSLATION_CHANGED:
_update_info()
func _on_update_active_nation_management_screen(active_screen : NationManagement.Screen) -> void:
_active = active_screen == _screen
_update_info()
func _update_info() -> void:
if _active:
# TODO - update UI state
show()
else:
hide()
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