godot-3.2.3-Buttons-save/Button.gd

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GDScript
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extends Control
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# Collect buttons
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func _ready():
print(Global.save)
if not Global.save.get(Global.current_scene_name):
Global.save[Global.current_scene_name] = {}
if Global.save[Global.current_scene_name].get(name):
queue_free()
func _on_button_down():
if not Global.save.get(Global.current_scene_name):
Global.save[Global.current_scene_name] = {}
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#Add button name to save
#Save world name node name just a value
#save[level_name][node_name] = true
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Global.save[Global.current_scene_name][name] = true
Global.save_data()
Global.add_points()
queue_free()
print(Global.save)