2018-07-25 07:36:19 +00:00
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extends Node
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
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func _ready():
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change_title()
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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2018-08-05 12:47:18 +00:00
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# $GUI.pause()
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2018-08-06 15:43:56 +00:00
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global.character_creation_camera.make_current()
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2018-08-05 12:47:18 +00:00
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$Game.hide()
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# BugGodot?: Meme si tous les nodes parent sont caché les gridmaps s'affichent quand meme :/
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# ce qui les rends quelque peu inutilisables.
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$Game/World/GridMaps/Ground.hide()
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$Game/World/GridMaps/wall.hide()
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$Game/World/GridMaps/ceilling.hide()
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2018-07-25 07:36:19 +00:00
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func _process(delta):
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pass
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func on_window_size_changed():
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change_title()
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func change_title():
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var title_node = get_node( WINDOW_TITLE_INPUT )
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var title = "Khanat"
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if title_node and not title_node.text.strip_edges() == "":
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title = title_node.text.strip_edges()
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title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
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2018-08-05 12:47:18 +00:00
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OS.set_window_title( title )
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func _on_GUI_character_creation_finished():
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$Game.show()
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$Game/World/GridMaps/Ground.show()
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$Game/World/GridMaps/wall.show()
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$Game/World/GridMaps/ceilling.show()
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2018-08-06 15:43:56 +00:00
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global.character_camera.make_current()
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2018-08-05 12:47:18 +00:00
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$GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene.hide()
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$Game/Character/MeshInstance.get_surface_material(0).albedo_color = $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance.get_surface_material(0).albedo_color
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