godot-3.2.3-Buttons-save/Control.gd

36 lines
911 B
GDScript

extends Control
func _on_stuck_button_down():
Global.save.stuck = true
get_node("stuck").disabled = true
Global.save_data()
func _on_stuck_tree_entered():
if Global.save.get("stuck"):
get_node("stuck").disabled = true
func _on_toggle_button_down():
if Global.save.get("toggled") == false:
Global.save.toggled = true
get_node("toggled").text = "Toggle (ON)"
else:
Global.save.toggled = false
get_node("toggled").text = "Toggle (OFF)"
Global.save_data()
func _on_toggled_ready():
if Global.save.get("toggled") == true:
get_node("toggled").text = "Toggle (ON) (loaded)"
elif Global.save.get("toggled") == false:
get_node("toggled").text = "Toggle (OFF) (loaded)"
else:
get_node("toggled").text = "Toggle (ON) (not loaded)"
func _on_reset_button_down():
if Global.save[Global.current_scene_name]:
Global.save[Global.current_scene_name] = null
get_tree().reload_current_scene()