extends Node2D func _ready(): if not get_tree().root.has_node("Root"): return ; GallerySingleton.AddImage("Final_Amanda") if int(Dialogic.get_variable("Is_White_Dead")) == 0: $white.visible = true GallerySingleton.AddImage("Final_Amanda_glock") if int(Dialogic.get_variable("Is_Red_Dead")) == 0: $red.visible = true GallerySingleton.AddImage("Final_Amanda_beretta") var sfxPath = "res://resources/audio/sfx/Rain Loop.ogg" get_tree().root.get_node("Root").SetSFXforBGM(sfxPath) func InitForGallery()->Array: scale = Vector2(0.5, 0.5) var glock = GallerySingleton.HaveImage("Final_Amanda_glock"); var beretta = GallerySingleton.HaveImage("Final_Amanda_beretta"); if glock and beretta: FUCKVisibile($white); return ["ui_gallery_glock", "ui_gallery_beretta"]; elif glock and not beretta: FUCKVisibile($white); else : FUCKVisibile($red); return []; func SetSettings(setting): if setting == tr("ui_gallery_glock"): $white.visible = true; $red.visible = false; elif setting == tr("ui_gallery_beretta"): $white.visible = false; $red.visible = true; func FUCKVisibile(control): var timer = Timer.new(); add_child(timer); timer.set_wait_time(0.02); timer.set_one_shot(true); timer.start(); timer.connect("timeout", self, "FUCKFUCK", [control, timer]); func FUCKFUCK(control, timer): control.call_deferred("set_visible", true); timer.disconnect("timeout", self, "FUCKFUCK") remove_child(timer);