extends Control func _process(_delta): if get_node("Task/RichTextLabel").text != " ": get_node("Complete").visible = true else: get_node("Complete").visible = false func _ready(): get_node("SaveNode").LoadVars("Tasks", 0) get_node("SaveNode").LoadVars("Random Task", 1) get_node("SaveNode").SaveVars("Random Task", 1) # load the task into the funny task area get_node("Task/RichTextLabel").text = str(get_node("SaveNode").SideVars["Current Task"]) get_node("Counter/Number").text = str(get_node("SaveNode").SideVars["Amount Completed"]) get_node("AnimationPlayer").play("Beginning") func _on_random_task_button_pressed(): if !get_node("AnimationPlayer").is_playing(): # gained from Tasks_Interface code var TempArray = get_node("SaveNode").MainVars.values() var random1 = randi_range(0, TempArray.size() - 1) var random2 = randi_range(0, TempArray[random1].size() - 1) get_node("Task/RichTextLabel").text = TempArray[random1][random2] get_node("SaveNode").SideVars["Current Task"] = TempArray[random1][random2] get_node("SaveNode").SaveVars("Random Task", 1) func _on_complete_pressed(): if !get_node("AnimationPlayer").is_playing(): # play the win animation, which has some things that happen var CompleteAmount = get_node("SaveNode").SideVars["Amount Completed"] get_node("Win Particles").amount = (CompleteAmount + 1) * 2 get_node("Win Particles/Win Particles").amount = (CompleteAmount + 1) * 2 get_node("AnimationPlayer").play("Win") # animation methods: AnimationThingDing func AnimationThingDing(): get_node("Task/RichTextLabel").text = " " get_node("SaveNode").SideVars["Current Task"] = " " # update the amount of stuff completed! var CompleteAmount = 1 + get_node("SaveNode").SideVars["Amount Completed"] get_node("Counter/Number").text = str(CompleteAmount) get_node("SaveNode").SideVars["Amount Completed"] = CompleteAmount get_node("SaveNode").SaveVars("Random Task", 1)