extends LevelManager func set_current_level_path(value : String) -> void: super.set_current_level_path(value) GameState.set_current_level(value) GameState.get_level_state(value) func get_current_level_path() -> String: var state_level_path := GameState.get_current_level_path() if not state_level_path.is_empty(): current_level_path = state_level_path return super.get_current_level_path() func _advance_level() -> bool: var _advanced := super._advance_level() if _advanced: GameState.level_reached(current_level_path) return _advanced