extends Control # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. # Signal to pass the fire location back to yet-unknown nodes signal fire_at func _on_Fire_pressed(): var crosshair = get_node("Crosshair") # Check if the crosshair is in a valid position if crosshair.validate_position(crosshair.position) == true: var crosshair_pos = crosshair.world_to_board_space(crosshair.position) # fires at position print("Fire at position: ", crosshair_pos) emit_signal("fire_at", crosshair_pos) # Close the Firing menu queue_free() else: #if invalid position popup appears var dialog = get_node("FireDialog") dialog.popup_centered() pass # Replace with function body. func _on_FireDialog_confirmed(): get_node("Crosshair").visible = true pass # Replace with function body.