extends Control # Smart ist es die notwendigen Resourcen vor dem Skriptstart zu laden onready var current_scene := get_tree().get_current_scene() onready var pause_overlay: ColorRect = $HUDOverlay onready var timer: Label = $HUDOverlay/GetBackTimer onready var currency: Label = $HUDOverlay/Currency onready var kills: Label = $HUDOverlay/Kills onready var frees: Label = $HUDOverlay/Frees onready var levelState := get_tree().root.get_child(1).get_node("%LevelState") onready var signalManager := get_tree().root.get_child(1).get_node("%SignalManager") func _ready(): #TODO Connect what HOW? signalManager.connect("currency_updated", self, "update_interface") signalManager.connect("kills_updated", self, "update_interface") signalManager.connect("frees_updated", self, "update_interface") signalManager.connect("terminal_activated", self, "_on_SignalManager_terminal_activated") update_interface() func _process(delta): if timer.visible: timer.text = String(round($HUDOverlay/GetBackTimer/Timer.time_left)) func start_timer(): timer.visible = true $HUDOverlay/GetBackTimer/Timer.start() $HUDOverlay/GetBackTimer/AnimationPlayer.play("Redlight") _zoom_timer() func _zoom_timer() -> void: var tween := create_tween() tween.tween_property(timer, "rect_scale", Vector2(1,1), 1.0) func update_interface() -> void: var wallet = GlobalState.wallet + levelState.currency currency.text = "Wallet: %s Orbicles" % wallet kills.text = "Kills: %s" % levelState.kills frees.text = "Freed: %s" % levelState.frees func _on_SignalManager_terminal_activated() -> void: start_timer() func _on_Timer_timeout(): pass # Replace with function body.