class_name BarkButtons extends Node2D signal auctioneer_bark @export var turn_manager: TurnManager @export var bark_speed = 2.0 func _on_great_buy_button_down() -> void: auctioneer_bark.emit() $GreatBuy.mouse_default_cursor_shape = Control.CURSOR_DRAG turn_manager.speak_bark("Great buy!", bark_speed) func _on_investment_piece_button_down() -> void: auctioneer_bark.emit() $InvestmentPiece.mouse_default_cursor_shape = Control.CURSOR_DRAG turn_manager.speak_bark("Investment piece!", bark_speed) func _on_stunning_message_button_down() -> void: auctioneer_bark.emit() $StunningMessage.mouse_default_cursor_shape = Control.CURSOR_DRAG turn_manager.speak_bark("Stunning message!", bark_speed) func _on_innovative_artist_button_down() -> void: auctioneer_bark.emit() $InnovativeArtist.mouse_default_cursor_shape = Control.CURSOR_DRAG turn_manager.speak_bark("Innovative artist!", bark_speed) func _on_great_buy_button_release() -> void: $GreatBuy.mouse_default_cursor_shape = Control.CURSOR_ARROW func _on_investment_piece_button_up() -> void: $InvestmentPiece.mouse_default_cursor_shape = Control.CURSOR_ARROW func _on_stunning_message_button_release() -> void: $StunningMessage.mouse_default_cursor_shape = Control.CURSOR_ARROW func _on_innovative_artist_button_release() -> void: $InnovativeArtist.mouse_default_cursor_shape = Control.CURSOR_ARROW