extends Node func get_context_buttons(): var buttons = Array() # go eat var go_eat_button = Button.new() go_eat_button.text = "Go Eat" go_eat_button.pressed.connect(go_eat) buttons.append(go_eat_button) # go sleep var go_sleep_button = Button.new() go_sleep_button.text = "Go Sleep" go_sleep_button.pressed.connect(go_sleep) buttons.append(go_sleep_button) # go cook var go_cook_button = Button.new() go_cook_button.text = "Go Cook" go_cook_button.pressed.connect(go_cook) buttons.append(go_cook_button) return buttons func go_eat(): print("I will go eat") print(Global.object_selected) var selected_person = Global.object_selected selected_person.target_action = "eat" var result = ItemManager.set_person_target_item(selected_person, "food") if result == null: print("I cant find food") else: print("I found food") Global.hide_context_menu.emit() func go_sleep(): print("I will go to sleep") var selected_person = Global.object_selected selected_person.target_action = "sleep" var result = BuildManager.set_person_target_build("bed", true) print(result) if result != null: selected_person.set_target(result.ActionNode) else: print("I cant find free bed") func sleep(person, object, action): person.action = action person.timer.wait_time = 2.0 person.timer.one_shot = true person.timer.start() person.timer.timeout.connect(person._on_timer_timeout) func go_cook(): print("I will go cooking") var selected_person = Global.object_selected var result = BuildManager.set_person_target_build("pot", true) if result != null: selected_person.set_target(result) else: print("I cant find free pot") pass func cook(person, object): person.set_timer(5)