I guess I should mention I haven't programmed in 20 years. I'm trying to get back into the swing of things. so I'm looking for advice on how to handle this type of situation. I know how I'm doing it feels right, but idk if it's what's best, if something new is avail, or even if godot can handle it natively.
let's say you have a UI menu display that shows/hides features if you do/don't have something. My update func would have to change the .../StatFrame01/Label.text and then make the .../StatFrame01.visibility = true, or .../StatFrame01.show().
i can use var Node = get_node(.../StatFrame01), but then how do I change Node/Label.text?
I can use the for loops by making an array since I have 10 stats to display, but I guess my question is more about the best scripting protocols for this dynamic menu thing I'm making.
so right now I am using my levels script to call my UI script (b/c there are other UI calls like dialogue), which calls my pause screen (scripts both item and button displays), which calls my items display, which calls functions to v/h boxes. My setup is 1 item on the top, and then columns of 3/3/3 items on the bottom.
the alternative is to have my levels script just reach all the way down my UI's paths to change things, which isn't very clean of course.
$UserInterface/PauseMenu/ItemsDisplay/AnimalStats/StatFrame01/Label.text = str(Stat01)
$UserInterface/PauseMenu/ItemsDisplay/AnimalStats/StatFrame01.show()
$UserInterface/PauseMenu/ItemsDisplay/AnimalStats.show()
* if a v/h box is not .hide() when empty, it makes the display uneven.
even calling a script in .../ItemsDisplay has a lengthy path, or how do I use Node/AnimalStats.show(), etc?
hope that's better explained... :)