Added level selection
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class_name CompletionMenu
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extends Control
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@onready var next_level_button : Button = $%NextLevelButton
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@onready var main_menu_button : Button = $%MainMenuButton
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@onready var focus_timer : Timer = $FocusTimer
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func _is_last_level() -> bool:
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return LevelManager.current_level_index >= (LevelManager.levels.size() - 1)
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func _on_gui_focus_changed(_node: Control) -> void:
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SoundManager.play_ui_stream(SoundManager.ui_stream_select)
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func _on_next_level_button_pressed() -> void:
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SoundManager.play_ui_stream(SoundManager.ui_stream_accept)
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get_tree().paused = false
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LevelManager.current_level_index += 1
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get_tree().change_scene_to_packed(LevelManager.levels[LevelManager.current_level_index])
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func _on_main_menu_button_pressed() -> void:
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SoundManager.play_ui_stream(SoundManager.ui_stream_accept)
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get_tree().paused = false
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get_tree().change_scene_to_file("res://game/menu/main_menu.tscn")
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func _on_visibility_changed() -> void:
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if not is_node_ready(): return
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if visible:
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next_level_button.visible = not _is_last_level()
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focus_timer.start()
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get_viewport().gui_focus_changed.connect(_on_gui_focus_changed)
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elif get_viewport().gui_focus_changed.is_connected(_on_gui_focus_changed):
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get_viewport().gui_focus_changed.disconnect(_on_gui_focus_changed)
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func _on_focus_timer_timeout() -> void:
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if next_level_button != null and next_level_button.visible:
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next_level_button.grab_focus()
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elif main_menu_button != null:
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main_menu_button.grab_focus()
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