extends Control export (PackedScene) var template = load("res://scenes/levels/Template.tscn") onready var mlevel = load("res://db/MLevel.gd") func _ready(): _apply_scenes() ## PRIVATE func _apply_scenes(): for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count): _apply_scene(mlevel.new(row_index), 0) func _build_path(name): return "MarginContainer/HBoxContainer/"+name func _build_method(name): return "_on_"+name.to_lower()+"_pressed" func _load_scene(name): var template_instance = template.instance() template_instance.set_name(name) return template_instance func _load_texture(thumbnail): return load(thumbnail) func _apply_scene(level, index): $MarginContainer/HBoxContainer.add_child(_load_scene(level.name())) var node = _build_path(level.name()) _configure_select(level, node) _configure_reset(level, node, index) _configure_counter(level, node) func _configure_select(level, node): var select = get_node(node+"/TextureRect/TextureButton") select.set_normal_texture(_load_texture(level.thumbnail())) select.connect("pressed", Event, _build_method(level.name())) func _configure_reset(level, node, index): var reset = get_node(node+"/VBoxContainer/MarginContainer/ButtonReset") if int(level.object_finding()) == 0: reset.set_disabled(true) if reset.is_connected("pressed", Event, "_on_reset_level"): reset.disconnect("pressed", Event, "_on_reset_level") else: reset.set_disabled(false) reset.connect("pressed", Event, "_on_reset_level", [level, node, index, self]) func _configure_counter(level, node): var count = get_node(node+"/VBoxContainer/MarginContainer2/ButtonCount/Label") count.set_text(level.object_finding()+" / "+level.object_to_find())