243 lines
7.3 KiB
GDScript
243 lines
7.3 KiB
GDScript
@tool
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extends Control
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const LEVEL_PATH : String = "res://Levels"
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const LEVEL_NAME_PATERN : String = "level_{id}.tres"
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const LEVEL_NAME_PATH_PATERN : String = LEVEL_PATH + "/{name}.tres"
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const ENEMY_PATH : String = "res://enemies"
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const ENEMY_REGEX_PATERN : String = "(enemy.*)\\.tscn"
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const BASE_LABEL_SETTINGS = preload("res://addons/LevelEditor/UI/baseLabel.tres")
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const WAVE_LABEL_SETTINGS = preload("res://addons/LevelEditor/UI/waveLabel.tres")
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const TROOP_LABEL_SETTINGS = preload("res://addons/LevelEditor/UI/troopLabel.tres")
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const space_multiplicator : int = 10
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enum DIRECTION { UP, DOWN, TOP, LEFT, VERTICAL, HORIZONTAL}
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@onready var autoLaunchLevel := $VBoxContainer2/ButtonContainer2/AutoLaunchLevel
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@onready var waitForKill := $VBoxContainer2/ButtonContainer4/WaitForKill
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@onready var levelSelect := $VBoxContainer2/HBoxContainer/LevelSelect
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@onready var waveTabContainer := $VBoxContainer2/ScrollContainer/WaveContainer
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@onready var waveTimerInput := $VBoxContainer2/ButtonContainer3/WaveTimer
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var level : Level
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var currentWave : int = -1
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func _input(event: InputEvent) -> void:
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if !has_focus() || event is not InputEventKey || !event.pressed:
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return
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if event.keycode == KEY_RIGHT && waveTabContainer.get_tab_count() > waveTabContainer.current_tab:
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waveTabContainer.current_tab += 1
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elif event.keycode == KEY_LEFT && waveTabContainer.current_tab > 0:
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waveTabContainer.current_tab -= 1
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func buildTree() -> void:
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if !level:
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return
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autoLaunchLevel.button_pressed = level.auto_start
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for i in level.waves.size():
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var troopContainer := VBoxContainer.new()
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waitForKill.button_pressed = level.waves[i].wait_for_enemy_kills
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buildWave(level.waves[i], troopContainer)
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waveTabContainer.add_child(troopContainer)
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waveTabContainer.set_tab_title(i, "Vague N°" + str(i + 1))
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func buildWave(wave : Wave, troopContainer : VBoxContainer) -> void:
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for i in wave.troops.size():
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var troop : Troop = wave.troops[i]
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if i > 0 && !troopContainer.get_child(troopContainer.get_child_count() - 1).has_meta("troop_group") \
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|| troop.spawn_delay > 0:
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troopContainer.add_child(HSeparator.new())
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if troop.spawn_delay:
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var timeSeparator := buildInputLabel(
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func(newValue):
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troop.spawn_delay = newValue
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if newValue == 0:
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cleanAndBuildMenu(),
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troop.spawn_delay,
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CustomLineEdit.TYPE.FLOAT,
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"sec."
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)
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troopContainer.add_child(timeSeparator)
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var nodeToAppend : BoxContainer = troopContainer
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if i < wave.troops.size() -1 && wave.troops[i + 1].spawn_delay == 0:
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if i == 0 || !troopContainer.get_child(troopContainer.get_child_count() - 1).has_meta("troop_group"):
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nodeToAppend = HBoxContainer.new()
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nodeToAppend.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
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nodeToAppend.set_meta("troop_group", true)
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troopContainer.add_child(nodeToAppend)
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if i > 0 && troop.spawn_delay == 0:
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nodeToAppend = troopContainer.get_child(troopContainer.get_child_count() - 1)
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nodeToAppend.add_child(VSeparator.new())
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var ennemyContainer := VBoxContainer.new()
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ennemyContainer.add_child(createSection("Troop N°" + str(i + 1), removeTroop.bind(troop, wave), TROOP_LABEL_SETTINGS))
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if troop.spawn_delay == 0:
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var button := Button.new()
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button.text = "Séparer"
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button.pressed.connect(
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func():
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troop.spawn_delay = 1
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cleanAndBuildMenu()
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)
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ennemyContainer.add_child(button)
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buildTroop(troop, ennemyContainer)
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nodeToAppend.add_child(ennemyContainer)
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var addTroopBtn := Button.new()
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addTroopBtn.text = "Ajouter une troupe"
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addTroopBtn.pressed.connect(addTroop.bind(wave))
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troopContainer.add_child(addTroopBtn)
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func buildTroop(troop : Troop, ennemyContainer : VBoxContainer) -> void:
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var qtyEdit := buildInputLabel(
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func(newValue): troop.number_to_spawn = newValue,
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troop.number_to_spawn,
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CustomLineEdit.TYPE.INT,
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"x"
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)
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var enemySelector := CustomOptionButton.new()
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enemySelector.resourcePath = ENEMY_PATH
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enemySelector.regexPattern = ENEMY_REGEX_PATERN
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var regex = RegEx.create_from_string(ENEMY_REGEX_PATERN)
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enemySelector.onValueChanged.connect(func(enemyFileName): addEnemy(troop, enemyFileName))
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if troop.enemy:
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enemySelector.selectItemByName(regex.search(troop.enemy.resource_path).strings[0])
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qtyEdit.add_child(enemySelector)
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ennemyContainer.add_child(qtyEdit)
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func buildInputLabel(updateCallback : Callable, delay : float, type : CustomLineEdit.TYPE, text : String = "") -> HBoxContainer:
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var container := HBoxContainer.new()
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container.size_flags_vertical = Control.SIZE_SHRINK_CENTER
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container.alignment = BoxContainer.ALIGNMENT_CENTER
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var timeEdit := CustomLineEdit.new()
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timeEdit.inputType = type
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timeEdit.setValue(delay)
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timeEdit.valueHasChanged.connect(updateCallback)
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container.add_child(timeEdit)
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if text:
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var label := Label.new()
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label.text = text
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.label_settings = BASE_LABEL_SETTINGS
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container.add_child(label)
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return container
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func createSection(sectionName : String, BtnCallback : Callable, settings : LabelSettings = BASE_LABEL_SETTINGS) -> HSplitContainer :
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var container := HSplitContainer.new()
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var label := Label.new()
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label.text = sectionName
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label.label_settings = settings
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var button := Button.new()
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button.text = "Supprimer"
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button.pressed.connect(BtnCallback)
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container.add_child(label)
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container.add_child(button)
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return container
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func cleanMenu() -> void:
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if waveTabContainer.get_child_count() > 0:
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for child in waveTabContainer.get_children():
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child.queue_free()
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func removeWave() -> void:
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level.waves.remove_at(currentWave)
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waveTabContainer.get_child(currentWave).queue_free()
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func addWave() -> void:
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level.waves.append(Wave.new())
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cleanAndBuildMenu()
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func changeWaveOrder(newPos : int) -> void:
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var newWaveOrder : Array[Wave]
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var waveToMove = level.waves[currentWave]
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for i in level.waves.size():
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if i == 0 && newPos == 0:
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newWaveOrder.append(waveToMove)
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if i != currentWave:
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newWaveOrder.append(level.waves[i])
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if i == newPos && newPos != 0:
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newWaveOrder.append(waveToMove)
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currentWave = newPos
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level.waves = newWaveOrder
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func addTroop(toWave : Wave) -> void:
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toWave.troops.append(Troop.new())
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cleanAndBuildMenu()
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func addEnemy(toTroop : Troop, enemyResourcePath : String) -> void:
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var enemy = load(enemyResourcePath)
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toTroop.enemy = enemy
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func removeTroop(troop : Troop, fromWave : Wave) -> void:
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fromWave.troops.erase(troop)
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cleanAndBuildMenu()
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func selectLevel(levelName : String) -> void :
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level = load(LEVEL_NAME_PATH_PATERN.format([["name", levelName]]))
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func changeWaveCooldown(duration : float) -> void:
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level.waves[currentWave].wait_time_before_launch_wave = duration
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func tabFocusHaschanged(idx : int) -> void:
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waveTimerInput.setValue(level.waves[idx].wait_time_before_launch_wave)
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currentWave = idx
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func cleanAndBuildMenu() -> void:
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cleanMenu()
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buildTree()
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func _on_auto_launch_wave_toggled(toggled_on: bool) -> void:
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level.auto_start = toggled_on
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func _on_wait_for_kill_toggled(toggled_on: bool) -> void:
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level.waves[currentWave].wait_for_enemy_kills = toggled_on
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func _on_new_level_pressed() -> void:
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level = Level.new()
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levelSelect.add_item(LEVEL_NAME_PATERN.format([["id", levelSelect.item_count + 1]]))
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levelSelect.select(levelSelect.item_count - 1)
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_on_save_pressed()
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func _on_save_pressed() -> void:
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ResourceSaver.save(level, LEVEL_PATH + "/" + levelSelect.selectedValue, ResourceSaver.FLAG_BUNDLE_RESOURCES)
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