extends Node2D signal dismissed func _ready() -> void: $CanvasLayer/VBoxContainer/ResumeBtn.grab_focus() AudioManager.set_volume() func dismiss()->void: _on_ResumeBtn_pressed() func _input(event: InputEvent) -> void: if Input.is_action_just_pressed("pause"): _on_ResumeBtn_pressed() return if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("ui_down"): AudioManager.play_sfx(AudioManager.Sfx.UI_MOVE) func _on_ResumeBtn_pressed() -> void: $AnimationPlayer.play_backwards("fade") AudioManager.set_volume(.2, AudioManager._DESIRED_VOLUME) yield($AnimationPlayer, "animation_finished"); emit_signal("dismissed") queue_free() pass # Replace with function body. func _on_ExitToMainMenuBtn_pressed() -> void: $AnimationPlayer.play_backwards("fade") yield($AnimationPlayer, "animation_finished"); var next_scene = load("res://src/Menu/MainMenu.tscn") emit_signal("dismissed") AudioManager.play_music(AudioManager.Music.Intro, .2) get_tree().change_scene_to(next_scene) queue_free() func _on_NewGameBtn_pressed() -> void: $AnimationPlayer.play_backwards("fade") yield($AnimationPlayer, "animation_finished"); emit_signal("dismissed") get_tree().reload_current_scene() pass # Replace with function body. func _on_btn_focus_entered() -> void: pass # Replace with function body.