Files
CultManor/game/menu/level_selection.gd
T
2026-01-09 00:36:16 +03:00

46 lines
1.4 KiB
GDScript

class_name LevelSelection
extends Control
@export var levels : Array[PackedScene] = []
@onready var grid : GridContainer = $%GridContainer
func _ready() -> void:
levels = levels.filter(func(item: PackedScene) -> bool: return item != null)
for i in range(levels.size()):
var level := levels[i]
var next_level := levels[i+1] if i+1 < levels.size() else null
var disable := SaveManager.completed_levels < i
var button : Button = Button.new()
button.text = "Level %d" % (i + 1)
button.disabled = disable
button.focus_mode = Control.FOCUS_NONE if disable else Control.FOCUS_ALL
grid.add_child(button)
button.pressed.connect(_on_level_selected.bind(i, level, next_level))
if i == 0:
button.grab_focus()
get_viewport().gui_focus_changed.connect(_on_gui_focus_changed)
func _on_gui_focus_changed(_node: Control) -> void:
SoundManager.play_ui_stream(SoundManager.ui_stream_select)
func _on_level_selected(index: int, level: PackedScene, next_level: PackedScene) -> void:
SoundManager.play_ui_stream(SoundManager.ui_stream_accept)
get_tree().set_meta(AbstractLevel.CURRENT_LEVEL_INDEX, index)
get_tree().set_meta(AbstractLevel.NEXT_LEVEL_META, next_level)
get_tree().change_scene_to_packed(level)
func _on_main_menu_button_pressed() -> void:
SoundManager.play_ui_stream(SoundManager.ui_stream_decline)
get_tree().change_scene_to_file("res://game/menu/main_menu.tscn")