currently i have created a resource for every level that looks like this :
class_name LevelInfo
extends Resource
@export var unlocked : bool = false
@export var completed : bool = false
@export var min_lives_completed : int = -1
@export var current_level : PackedScene
#in the future ill want to have an array of unlockables but not now
func update_min_lives_completed( newmin : int ):
if min_lives_completed == -1:
min_lives_completed = newmin
elif newmin < min_lives_completed:
min_lives_completed = newmin
func set_unlocked():
unlocked = true
var next_level : LevelInfo
func unlock_next():
next_level.set_unlocked()
func set_completed():
completed = true
this is basically some data that i want every level to save