extends Control @onready var btn_new: Button = $Center/V/BtnNew @onready var btn_continue: Button = $Center/V/BtnContinue @onready var btn_settings: Button = $Center/V/BtnSettings @onready var btn_quit: Button = $Center/V/BtnQuit func _ready() -> void: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE DialogManager.set_crosshair_visible(false) DialogManager.set_controls_hint("") DialogManager.set_date_time("", "") DialogManager.set_objective("") btn_new.pressed.connect(_on_new_game) btn_continue.pressed.connect(_on_continue) btn_quit.pressed.connect(_on_quit) btn_continue.disabled = not GameState.has_save() if not btn_continue.disabled: btn_continue.text = "Продолжить" btn_new.grab_focus() func _on_new_game() -> void: GameState.reset() GameState.delete_save() SceneManager.go_room() func _on_continue() -> void: if not GameState.load_game(): return var target: String = GameState.last_scene_path if target == "" or not ResourceLoader.exists(target): target = SceneManager.SCENE_ACT1_ROOM SceneManager.change_scene(target) func _on_quit() -> void: get_tree().quit() func _input(event: InputEvent) -> void: if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE: get_tree().quit()