cirnogodot/Scripts/UI/DebugMenu.cs

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1.1 KiB
C#
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using Godot;
using System;
using Godot.Collections;
public partial class DebugMenu : Control
{
[Export]
public Theme ButtonTheme { get; private set; }
[Export]
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public Array<string> Levels { get; set; }
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[Export]
public Container ButtonsContainer { get; private set; }
[Signal]
public delegate void DebugMenuClosedEventHandler();
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
foreach (var level in Levels)
{
var button = new Button();
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button.Text = level.Split("/")[^1].Split(".")[0];
//button.Text = level;
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button.Theme = ButtonTheme;
ButtonsContainer.CallDeferred("add_child", button);
button.Pressed += () => ButtonOnPressed(level);
}
}
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private void ButtonOnPressed(string scene)
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{
GD.Print("Button was pressed, now what");
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GlobalState.Instance.GotoScene(scene);
//GetTree().ChangeSceneToFile(scene);
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}
private void _on_back_button_pressed()
{
this.QueueFree();
EmitSignal(SignalName.DebugMenuClosed);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
}
}