void OnButtonPressed() { SceneChanger scnChng = SceneChanger.Instance; StealthInfo s = StealthInfo.Instance; switch (buttonMode) { case b.Quit: GetTree().Quit(); break; case b.Play: scnChng.GoToScene("res://src/GUI/screens/HomeScreen.tscn"); break; case b.RetryCombat: CombatInfo.Instance.Reset(); scnChng.GoToScene("res://src/combat/CombatScreen.tscn"); break; case b.RetryStealth: scnChng.GoToPackedScene(StealthInfo.currentStealthMap); break; case b.ReturnHomeScreen: scnChng.GoToScene("res://src/GUI/screens/HomeScreen.tscn"); break; case b.ReturnUpgradeSelect: scnChng.GoToScene("res://src/GUI/screens/DinoUpgradeSelectScreen.tscn"); break; case b.StealthSelectScreen: scnChng.GoToScene("res://src/GUI/screens/StealthSelectScreen.tscn"); break; // nothing for plus, minus, or buy dinos: those are handled in their own scenes case b.ContinueConquest: scnChng.NewRoundAnimation(); break; case b.EasyStealthMap: newMap = StealthInfo.Instance.GetNormalMap(Enums.StealthMapDifficultyLevel.Easy); StealthInfo.currentStealthMap = newMap; scnChng.GoToPackedScene(newMap); break; case b.MediumStealthMap: newMap = StealthInfo.Instance.GetNormalMap(Enums.StealthMapDifficultyLevel.Medium); StealthInfo.currentStealthMap = newMap; scnChng.GoToPackedScene(newMap); break; case b.HardStealthMap: newMap = StealthInfo.Instance.GetNormalMap(Enums.StealthMapDifficultyLevel.Hard); StealthInfo.currentStealthMap = newMap; scnChng.GoToPackedScene(newMap); break; case b.GeneStealthMap: scnChng.GoToPackedScene(StealthInfo.Instance.GetUnbeatenGeneMap()); break; } }