* Global.gd now has an extra variable for current room type
* ResourceSetterNew.gd now has variation category for room types
The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground
* LevelClass.gd sets room type on update_theme
A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms.
* Added get_room_type() to CoinHeaven.gd
* Added get_room_type() to PipeCutscene.gd
Also updates the room type in _enter_tree() since update_theme() isn't called here.
* Added get_room_type() to TitleScreen.gd
This was supposed to be a quick quality of life addition for the Title Screen that applied the save and theme to the menu, but then I discovered a new bug I had to bypass with the character palette when doing it. So I ended up doing a bit more related to the Title Screen as a result.
I also *had* a function which checks for the number of valid folders within the Pck to see how many worlds there are, but I think it might've been a bit slow so I replaced it with constant values.
- Save for the currently loaded campaign gets applied on startup
- Backing out of World 9 and over keeps you on said worlds at the title screen
- Added Skyland and Volcano to SMB1 themes since it shares most of its themes with Lost Levels
- Fixed Title Screen Stars for the Volcano Theme