@tool extends Control var levels : Array[String] func _on_quit_button_pressed() -> void: get_tree().quit() func _ready() -> void: %LevelContainer.get_children().map(%LevelContainer.remove_child) levels = Game.getPackedScenesPaths(Game.RESOURCE_TYPE.LEVEL) for i in levels.size(): var levelButton : Button = Button.new() levelButton.text = "Level " + str(i + 1) %LevelContainer.add_child(levelButton) if not Engine.is_editor_hint(): levelButton.pressed.connect(Transition.gotoLevel.bind(levels[i]))