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 last_btn = null func _ready(): _display_hud_menu() _play_ambient_sound() func _display_hud_menu(): var counter = 0 var scene = null var label_id = null for key in meshes: scene = meshes[key] _create_button_info(scene, counter, label_id) label_id = scene.label_id() counter = +1 # Back to main scene func _on_TextureButton_pressed(): Global.goto_scene("res://scenes/main.tscn") func _create_button_info(scene, counter, label_id): var btn = null if counter == 0: btn = object_first.instance() #print("[warCraft#_create_button_info] ["+String(counter)+"] use first") 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 func _play_ambient_sound(): if Global.get_setting_ambient_sound(): $AmbientSound.play() $AmbientSound.stream_paused = false