extends Node
var bDebugPaused : bool = false
var mouseModeBackup
var UINode = null
signal reset_ball()
func _ready():
bDebugPaused = false
get_tree().paused = false
func HandleMouseToggle():
if Input.get_mouse_mode() != Input.MOUSE_MODE_VISIBLE:
mouseModeBackup = Input.get_mouse_mode()
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(mouseModeBackup)
func CheckAndUpdateUINode():
if(UINode == null):
UINode = get_tree().get_current_scene().find_node("Menu_Main")
func _process(_delta):
if Input.is_action_just_pressed("debug_pause"):
bDebugPaused = !bDebugPaused
if bDebugPaused:
get_tree().paused = true
else:
get_tree().paused = false
if Input.is_action_just_pressed("ui_cancel"):
# Toggle UI
CheckAndUpdateUINode()
if(UINode._getIsMenuShowing() ):
UINode.hideUI()
else:
UINode.resetUI()
UINode.showUI()
if Input.is_action_just_pressed("restart_level"):
# get_tree().reload_current_scene()
emit_signal("reset_ball")