class_name GroundLoader extends Node2D @export var chapter := 2 @export var section := 1 @onready var ground = %Ground var scenes_dir = "res://scene/ground/scene/" var ground_dict = {} func _ready() -> void: _read_grounds() func _read_grounds(): var dir = DirAccess.open(scenes_dir) for c_dir in dir.get_directories(): var c = int(c_dir.substr(1)) var c_path = scenes_dir + c_dir + "/" for s_file in DirAccess.open(c_path).get_files(): if s_file.ends_with(".tscn"): var s = int(s_file.substr(1, 2)) var s_path = c_path + s_file ground_dict[str(c + s)] = s_path func play_footstep_sound() -> void: ground.play_footstep_sound() func transition_to_scene(c: int, s: int, portal: String) -> void: var scene_path = ground_dict[str(c + s)] if scene_path: ground.scene_config = load(scene_path) ground.reload() chapter = c section = s else: print("Scene not found: " + str(c) + "-" + str(s))