extends "res://scenes/levels/levels.gd" 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 label_id = null onready var last_btn = null func _ready(): print(meshes) var counter = 0 var scene = null for key in meshes: scene = meshes[key] _create_button_info(scene, counter) label_id = scene.label_id() counter = +1 # Back to main scene func _on_TextureButton_pressed(): print("[levels#_on_TextureButton_pressed] quit to menu") Global.goto_scene("res://scenes/main.tscn") func _create_button_info(scene, counter): 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(): # $ListObjects/ListContainer.add_child(btn) 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