YMFS/core/scripts/map_selection.gd

44 lines
1.2 KiB
GDScript

extends Control
@export var construction_site_button: Button
@export var run_down_building_button: Button
@export var abstract_button: Button
@export var start_button: Button
@export var construction_site_scene: PackedScene
@export var run_down_building_scene: PackedScene
@export var abstract_scene: PackedScene
var selected_map_key: int = 0
func _ready():
construction_site_button.pressed.connect(_on_construction_site_button_pressed)
run_down_building_button.pressed.connect(_on_run_down_building_button_pressed)
abstract_button.pressed.connect(_on_abstract_button_pressed)
start_button.pressed.connect(_on_start_button_pressed)
self.visibility_changed.connect(_on_visibility_changed)
func _on_construction_site_button_pressed():
selected_map_key = 1
GameManager.selected_map = construction_site_scene
func _on_run_down_building_button_pressed():
selected_map_key = 2
GameManager.selected_map = run_down_building_scene
func _on_abstract_button_pressed():
selected_map_key = 3
GameManager.selected_map = abstract_scene
func _on_start_button_pressed():
GameManager.start_game()
hide()
func _on_visibility_changed() -> void:
if visible:
construction_site_button.grab_focus()