extends Node @export var first_scene :PackedScene = null signal change_scene_signal(new_scene: PackedScene) var current_scene:Node = null # Called when the node enters the scene tree for the first time. func _ready() -> void: change_scene_signal.connect(change_scene_func) emit_signal("change_scene_signal", first_scene) func change_scene_func(scene: PackedScene) -> void: if current_scene != null: current_scene.queue_free() current_scene = scene.instantiate() add_child(current_scene)