extends Control @onready var level_label: Label = %LevelLabel @onready var health_bar: TextureProgressBar = %HealthBar @onready var xp_bar: TextureProgressBar = %XPBar @onready var health_label: Label = %HealthLabel @onready var inventory: Control = $Inventory @export var player: Player func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("open_inventory"): toggle_inventory_menu() func update_stats_display() -> void: level_label.text = str(player.stats.level) xp_bar.max_value = player.stats.perc_level_up_boundary() xp_bar.value = player.stats.xp inventory.update_stats() func update_health() -> void: health_bar.max_value = player.health_component.max_health health_bar.value = player.health_component.current_health health_label.text = player.health_component.get_health_string() func toggle_inventory_menu() -> void: get_tree().paused = !get_tree().paused inventory.visible = !inventory.visible inventory.update_gear_stats() if inventory.visible: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE else: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED