extends Button var weapon = null var player = null var started = false # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: if !started: return $Sprite.texture = load("res://textures/weapons/inhands/" + weapon.id + ".png") if weapon.cooldown > 0: $Cooldown.visible = true $Cooldown.max_value = Global.weapons[weapon.id].recharge_time $Cooldown.value = weapon.cooldown else: $Cooldown.visible = false if player.current_weapon == weapon: modulate.v = 1.0 else: modulate.v = 0.5