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puzzle-quest/scenes/levels/warcraft/WarCraft.gd
T

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GDScript
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extends "res://scenes/levels/levels.gd"
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export (PackedScene) var object_first = load("res://scenes/UI/list_ho/ObjectListFirst.tscn")
export (PackedScene) var object_std = load("res://scenes/UI/list_ho/ObjectListStd.tscn")
export (PackedScene) var object_last = load("res://scenes/UI/list_ho/ObjectListLast.tscn")
onready var last_btn = null
func _ready():
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_display_hud_menu()
func _display_hud_menu():
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var counter = 0
var scene = null
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var label_id = null
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for key in meshes:
scene = meshes[key]
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_create_button_info(scene, counter, label_id)
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label_id = scene.label_id()
counter = +1
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# Back to main scene
func _on_TextureButton_pressed():
print("[levels#_on_TextureButton_pressed] quit to menu")
Global.goto_scene("res://scenes/main.tscn")
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func _create_button_info(scene, counter, label_id):
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var btn = null
if counter == 0:
print("[warCraft#_create_button_info] ["+String(counter)+"] use first")
btn = object_first.instance()
elif counter == meshes.size() - 1:
btn = object_last.instance()
print("[warCraft#_create_button_info] ["+String(counter)+"] use last")
else:
btn = object_std.instance()
print("[warCraft#_create_button_info] ["+String(counter)+"] use standar")
if label_id != null and label_id == scene.label_id():
last_btn.get_node("Label").set_text(last_btn.get_node("Label").text + " X")
else:
$ListObjects/ListContainer.add_child(btn)
btn.get_node("Label").set_text(scene.label())
last_btn = btn