class_name CompletionMenu extends Control @onready var next_level_button : Button = $%NextLevelButton @onready var main_menu_button : Button = $%MainMenuButton @onready var focus_timer : Timer = $FocusTimer func _get_next_level(remove := false) -> PackedScene: if not get_tree().has_meta(AbstractLevel.NEXT_LEVEL_META): return null var next_level : PackedScene = get_tree().get_meta(AbstractLevel.NEXT_LEVEL_META) if remove: get_tree().remove_meta(AbstractLevel.NEXT_LEVEL_META) return next_level func _on_gui_focus_changed(_node: Control) -> void: SoundManager.play_ui_stream(SoundManager.ui_stream_select) func _on_next_level_button_pressed() -> void: SoundManager.play_ui_stream(SoundManager.ui_stream_accept) get_tree().paused = false get_tree().change_scene_to_packed(_get_next_level(true)) func _on_main_menu_button_pressed() -> void: SoundManager.play_ui_stream(SoundManager.ui_stream_accept) get_tree().paused = false get_tree().change_scene_to_file("res://game/menu/main_menu.tscn") func _on_visibility_changed() -> void: if not is_node_ready(): return if visible: next_level_button.visible = _get_next_level() != null focus_timer.start() get_viewport().gui_focus_changed.connect(_on_gui_focus_changed) else: get_viewport().gui_focus_changed.disconnect(_on_gui_focus_changed) func _on_focus_timer_timeout() -> void: if next_level_button != null and next_level_button.visible: next_level_button.grab_focus() elif main_menu_button != null: main_menu_button.grab_focus()