extends WindowDialog onready var player = get_tree().get_nodes_in_group("player")[0] func _unhandled_key_input(event): if event.is_action_pressed("open_debug"): if visible: hide() else: popup() func _on_charge_pressed(): player.modify_inventory("coins", 1) func _on_charge_5_pressed(): player.modify_inventory("coins", 5) func _on_raw_yam_pressed(): player.pick_up_item(preload("res://item_types/raw_yam.tres").spawn_node()) func _on_cooked_yam_pressed(): player.pick_up_item(preload("res://item_types/cooked_yam.tres").spawn_node()) func _on_ore_pressed(): player.pick_up_item(preload("res://item_types/ore.tres").spawn_node()) func _on_repair_kit_pressed(): player.pick_up_item(preload("res://item_types/repair_kit.tres").spawn_node()) func _on_clear_pressed(): if player.has_item(): player.drop_item_in_hand() func _on_random_damage_pressed(): var damageable = get_tree().get_nodes_in_group("damageable") if damageable.empty(): return damageable[randi() % damageable.size()].take_damage()