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extends Control
class_name MenuManager
@onready var menus = {
"main": $MainMenu,
"credits": $CreditsMenu,
"settings": $SettingsMenu
}
@onready var transition = $SceneTransition
@onready var hover_sound = $Hover
@onready var click_sound = $Click
var menu_stack = ["main"]
func _ready():
Global.focus_first_button(menus[menu_stack.back()])
for m in menus.values():
connect_button_sounds(m)
if Global.fade_next:
Global.fade_next = false
transition.fade_in()
func _input(_event):
if Input.is_action_just_pressed("ui_cancel") && menu_stack.size() > 1:
play_click()
go_back()
func goto(menu_name: String):
show_menu(menu_name)
menu_stack.push_back(menu_name)
print("Go to called. Stack: " + str(menu_stack))
func go_back():
menu_stack.pop_back()
if menu_stack.is_empty():
Global.showError("Menu stack empty")
show_menu(menu_stack.back())
print("Go back called. Stack: " + str(menu_stack))
func show_menu(menu_name: String):
await transition.fade_out()
for k in menus.keys():
if k == menu_name:
menus[k].show()
if menus[k].has_method("prepare"):
menus[k].prepare() # Optionally run some code
Global.focus_first_button(menus[k])
else:
menus[k].hide()
await transition.fade_in()
func connect_button_sounds(node: Node):
if node is Button:
node.pressed.connect(play_click)
for c in node.get_children():
connect_button_sounds(c)
func play_click():
click_sound.play()
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