extends Control ## Introduction de la mission choisie sur la carte : contexte narratif issu ## des donnees (data/missions/), pas un questionnaire habille d'un decor ## (voir "Points durs" du prompt de lancement, Sens de l'aventure). @onready var _title_label: Label = %TitleLabel @onready var _narrative_label: Label = %NarrativeLabel @onready var _guide: Control = %Guide @onready var _start_button: Button = %StartButton @onready var _back_button: Button = %BackButton func _ready() -> void: var mission := ExerciseEngine.get_mission(GameManager.pending_mission_id) _title_label.text = mission.get("title", "") _narrative_label.text = mission.get("narrative_context", "") _guide.say(mission.get("narrative_context", "")) _start_button.text = UIText.get_text("mission_intro.start_button") _back_button.text = UIText.get_text("mission_intro.back_button") _start_button.pressed.connect(_on_start_pressed) _back_button.pressed.connect(_on_back_pressed) func _on_start_pressed() -> void: GameManager.goto(GameManager.SCENE_EXERCISE_HOST) func _on_back_pressed() -> void: GameManager.pending_mission_id = "" GameManager.goto(GameManager.SCENE_WORLD_MAP)