extends Inventory @export var install_button : Button @export var score_label : Label #@export var power_values : Dictionary[ItemData,int] @export var power_predict : RichTextLabel # Called when the node enters the scene tree for the first time. func _ready() -> void: super() check_server() pass # Replace with function body. # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: super(delta) score_label.text = str(PlayerInventory.botnet_servers) pass func _notification(what: int) -> void: super(what) if what == Node.NOTIFICATION_DRAG_END: check_server() pass func check_server(): if slots[0].item: if PlayerInventory.power_values.has(slots[0].item): install_button.disabled = false power_predict.text = "[color=green][wave]Device Power: " + str(PlayerInventory.power_values.get(slots[0].item)) else: install_button.disabled = true power_predict.text = "[pulse]Insert a device to predict power" else: install_button.disabled = true power_predict.text = "[pulse]Insert a device to predict power" func _on_button_pressed() -> void: PlayerInventory.botnet_servers += PlayerInventory.power_values.get(slots[0].item) PlayerInventory.botnet.append(slots[0].item) install_button.disabled = true power_predict.text = "[pulse]Insert a device to predict power" slots[0].item = null slots[0].update_ui()