extends Node @export var level_sets: Array[LevelSet] = [] var current_set_index: int = 0 var current_level_index: int = 0 var current_set: LevelSet: get(): return level_sets[current_set_index] var current_level: LevelInfo: get(): return current_set.levels[current_level_index] func _ready() -> void: SceneManager.current_scene_changed.connect(_on_current_scene_changed) func get_level(set_idx: int, level_idx: int) -> LevelInfo: if set_idx >= level_sets.size(): return null var lvl_set = level_sets[set_idx] if level_idx >= lvl_set.levels.size(): return null return lvl_set.levels[level_idx] func advance_level() -> void: var next_idx = current_level_index + 1 # change scene to end-of-set scene if it is reached if next_idx >= current_set.levels.size(): SceneManager.current_scene = current_set.end_scene.instantiate() return var level_info = current_set.levels[next_idx] var level = load(level_info.scene_path) as PackedScene if level: SceneManager.current_scene = level.instantiate() func _detect_current_level() -> void: if not SceneManager.current_scene is Level: current_set_index = -1 current_level_index = -1 return for idx_set in level_sets.size(): var level_set = level_sets[idx_set] for idx_lvl in level_set.levels.size(): var level = level_set.levels[idx_lvl] if level.scene_path == SceneManager.current_scene.scene_file_path: current_set_index = idx_set current_level_index = idx_lvl return func _on_current_scene_changed(_new_scene: Node) -> void: _detect_current_level()