extends Node2D # @export var locale := "": # set(val): # TranslationServer.set_locale(val) # locale = val func _ready() -> void: %UILayer.layer = GlobalConfig.CANVAS_LAYER_UI %ColorRectTop.visible = true %ColorRectBottom.visible = true # focus_mode = Control.FOCUS_CLICK # settings.exited.connect(grab_focus) func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("escape"): get_viewport().set_input_as_handled() SceneManager.show_panel() # SceneManager.show_settings() elif event.is_action_pressed("bag"): get_viewport().set_input_as_handled() SceneManager.show_bag() elif event.is_action_pressed("memory"): get_viewport().set_input_as_handled() SceneManager.show_memory() elif event.is_action_pressed("note"): get_viewport().set_input_as_handled() SceneManager.show_note() elif event.is_action_pressed("panel"): get_viewport().set_input_as_handled() SceneManager.show_panel()