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