extends Control signal select_tile(tile: Tile) signal select_building(building: Building) @export var game: Game var rem_tween: Tween @onready var play_button: Button = %Play @onready var pause_button: Button = %Pause @onready var blueprints_container: Container = %BlueprintsContainer @onready var start_walls: Button = %StartWalls @onready var stop_walls: Button = %StopWalls func _on_play_pressed(): get_tree().paused = false play_button.hide() pause_button.show() func _on_pause_pressed(): get_tree().paused = true play_button.show() pause_button.hide() func _on_blueprints_pressed(): _show_real_estate_market() func handle_tile_selected(tile: Tile): _hide_real_estate_market() select_tile.emit(tile) func handle_building_selected(building: Building) -> void: _hide_real_estate_market() select_building.emit(building) func _on_walls_pressed(): game.place_walls() if start_walls.visible: start_walls.hide() stop_walls.show() else: start_walls.show() stop_walls.hide() _hide_real_estate_market() func _hide_real_estate_market() -> void: if is_instance_valid(rem_tween): rem_tween.kill() rem_tween = create_tween() rem_tween.set_trans(Tween.TRANS_BACK) rem_tween.tween_property(blueprints_container, "position:y", -300, 0.5) func _show_real_estate_market() -> void: if is_instance_valid(rem_tween): rem_tween.kill() rem_tween = create_tween() rem_tween.set_trans(Tween.TRANS_BACK) rem_tween.tween_property(blueprints_container, "position:y", 0, 0.5)