extends Control signal back signal start_game(character_data:Dictionary) const CHARACTER_SELECT_CARD = preload("res://scene/character_select_card.tscn") @onready var character_add_pos: VFlowContainer = $VBoxContainer/HBoxContainer/margin/HBoxContainer/ScrollContainer/character_add_pos @onready var start: ToolButton = $VBoxContainer/HBoxContainer2/TextureRect/start var now_select_node var now_select_data: set(val): start.disable(val==null) now_select_data=val var data:Dictionary={ } func _on_back_pressed() -> void: back.emit() pass # Replace with function body. func _ready() -> void: start.disable(true) for i in character_add_pos.get_children(): i.queue_free() for i in Global.now_game_data["unlock_character"]: var new_character=CHARACTER_SELECT_CARD.instantiate() character_add_pos.add_child(new_character) new_character.set_data(Global.get_character_data(i)) new_character.pressed.connect(pressed) func generate_debug_data(debug_size:int): for i in debug_size: var new_card_data={ "id":"card"+str(i), "texture":"texture_test", } func pressed(data,node,is_select): if is_select: now_select_data=data now_select_node=node else: now_select_data=null now_select_node=null pass func _on_start_pressed() -> void: start_game.emit(now_select_data) pass # Replace with function body.