extends Control signal close const SAVE_AND_LOAD_MONO = preload("res://scene/save_and_load_mono.tscn") @export var need_save:bool=false # Called when the node enters the scene tree for the first time. func _ready() -> void: if need_save: %back.show() %debug_add.show() else: %back.hide() %debug_add.hide() #刷新 func fresh(): for i in %mono_add_pos.get_children(): i.queue_free() var all_save=Global.get_all_save() for i in all_save.size(): var new_mono=SAVE_AND_LOAD_MONO.instantiate() new_mono.need_save=need_save %mono_add_pos.add_child(new_mono) new_mono.cover.connect(cover.bind(i)) new_mono.load.connect(load_save.bind(i)) new_mono.delete.connect(delete_save.bind(i)) new_mono.set_data(all_save[i]) pass pass func _on_tool_button_pressed() -> void: close.emit() pass # Replace with function body. func cover(ind:int): Global.cover_now_game_to_save(ind) fresh() pass func load_save(ind:int): Global.load_save(ind) pass func delete_save(ind:int): Global.delete_save(ind) fresh() func _on_button_pressed() -> void: Global.add_now_game_to_save("测试存档") fresh() pass # Replace with function body.