extends Control var character_mesh = null var name_input = null onready var error_label = $v_box_container/h_box_container/margin_container/margin_container/v_box_container/error_label signal valid_button_pressed signal return_button_pressed func _ready(): character_mesh = $v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance name_input = $v_box_container/h_box_container/margin_container/margin_container/v_box_container/name_box/line_edit func _on_h_scroll_bar_value_changed(value): if value == 1: global.character_sex = 1 character_mesh.get_surface_material(0).albedo_color = Color( 1.0, 0.25, 0.25, 1.0 ) else: global.character_sex = 0 character_mesh.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1.0 ) func _on_valid_button_pressed(): if not name_input.text or name_input.text == "": error_label.text = "You need to choose a character's name." return global.character_name = name_input.text global.character_color = character_mesh.get_surface_material(0).albedo_color emit_signal( "valid_button_pressed" ) func _on_return_button_pressed(): get_node( "../character_selection_menu/viewport/character_preview" ).show() # get_node( "v_box_container/h_box_container/center_container/character_creation_scene").hide() emit_signal( "return_button_pressed" )