extends Control export (PackedScene) var template = load("res://scenes/UI/choose_scenes/parts/Template.tscn") func _ready(): _load_button_access_scenes() ## PRIVATE func _load_button_access_scenes(): for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count): _apply_scene(load("res://db/MLevel.gd").new(row_index), row_index) func _apply_scene(level, index): $MarginContainer.add_child(_load_scene(level.name())) var node = _build_path(level.name()) _configure_select(level, node) configure_reset(level, node, index, false) configure_counter(level, node) func _load_scene(name): var template_instance = template.instance() template_instance.set_name(name) return template_instance func _build_path(name): return "MarginContainer/"+name func _build_method(name): return "_on_"+name.to_lower()+"_pressed" func _load_texture(thumbnail): return load(thumbnail) func _configure_select(level, node): var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton") var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel") thumbnail.set_texture(_load_texture(level.thumbnail())) selector.connect("pressed", Event, _build_method(level.name())) func configure_reset(level, node, index, animate): var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset") var animation = get_node(node+"/AnimationPlayer") if int(level.object_finding()) == 0: _configure_reset_disable(animation, reset, animate) else: _configure_reset_enable(animation, reset, level, node, index) func _configure_reset_disable(animation, reset, animate = false): animation.play("SlideReset") if !animate: animation.seek(1, false) reset.set_disabled(true) reset.set_default_cursor_shape(CURSOR_ARROW) if reset.is_connected("pressed", Event, "_on_reset_level"): reset.disconnect("pressed", Event, "_on_reset_level") func _configure_reset_enable(animation, reset, level, node, index): animation.play_backwards("SlideReset") reset.set_disabled(false) reset.set_default_cursor_shape(CURSOR_POINTING_HAND) reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self]) func configure_counter(level, node): var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label") count.set_text(level.object_finding()+" / "+level.object_to_find())