extends "res://scripts/Investigations/InvestigationBase.gd" var descriptions:Array; var variables = [ "Garage", "Office", "Kamin", "Room", "Smoking", "Kitchen", "Stairs", "Lighthouse", "Cliff", "Parking", "Pristan", "Podval", "Prichal", "Restaurant", "Tropa" ]; func _ready(): cluesToFind = 99; func InitClues(): descriptions = [ "garage", "office", "kamin", "room", "smoking", "kitchen", "stairs", "lighthouse", "cliff", "parking", "pristan", "podval", "prichal", "restaurant", "tropa", "exit" ]; cluesFound = []; for i in $Clues.get_children().size(): var clue = $Clues.get_child(i) as TextureButton; clue.connect("button_up", self, "onButtonPressed", [clue, i]) clue.connect("mouse_entered", self, "onButtonHoverOn", [clue]); clue.connect("mouse_exited", self, "onButtonHoverOff", [clue]); ShowImages(); func ShowImages(): var dict = ProgressAchievementsSingleton.CreateEpilogMinigameImages(); for i in dict: var eName = i["name"].to_lower(); var node:TextureButton = get_node(str("Clues/", eName)); node.visible = true; if i.has("location"): node.rect_position = i["location"] / 2; if i["status"] == false: var index = $Clues.get_children().find(node); if index != - 1: descriptions[index] = "closed"; func onButtonPressed(control, index): if CheckHover(): onButtonHoverOff(control) var code = descriptions[index]; EndInvestigationLoop(code);