ajout d'un script autoload.
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parent
0d72211bd6
commit
927753f6d1
4 changed files with 51 additions and 3 deletions
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@ -15,6 +15,10 @@ run/main_scene="res://scenes/Main.tscn"
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boot_splash/image="res://assets/GUI/images/new_launcher_bg_0-1.png"
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boot_splash/image="res://assets/GUI/images/new_launcher_bg_0-1.png"
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config/icon="res://icon.png"
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config/icon="res://icon.png"
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[autoload]
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global="*res://scenes/global.gd"
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[display]
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[display]
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window/size/test_width=1024
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window/size/test_width=1024
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@ -11,7 +11,7 @@ func _ready():
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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# $GUI.pause()
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# $GUI.pause()
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$GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera.make_current()
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global.character_creation_camera.make_current()
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$Game.hide()
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$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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# BugGodot?: Meme si tous les nodes parent sont caché les gridmaps s'affichent quand meme :/
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@ -40,6 +40,6 @@ func _on_GUI_character_creation_finished():
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$Game/World/GridMaps/Ground.show()
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$Game/World/GridMaps/Ground.show()
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$Game/World/GridMaps/wall.show()
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$Game/World/GridMaps/wall.show()
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$Game/World/GridMaps/ceilling.show()
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$Game/World/GridMaps/ceilling.show()
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$Game/Character/Camera_rotation_helper/Camera.make_current()
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global.character_camera.make_current()
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$GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene.hide()
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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 = $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance.get_surface_material(0).albedo_color
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$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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@ -4,7 +4,7 @@
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[ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/Game/Game.tscn" type="PackedScene" id=2]
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[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=3]
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[ext_resource path="res://scenes/GUI/GUI.tscn" type="PackedScene" id=3]
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[node name="Main" type="Node"]
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[node name="Main" type="Node" index="0"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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_sections_unfolded = [ "Pause" ]
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44
scenes/global.gd
Normal file
44
scenes/global.gd
Normal file
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@ -0,0 +1,44 @@
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extends Node
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var current_scene = null
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var character = null
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var character_camera = null
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var character_creation_camera = null
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func _ready():
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() -1)
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character = get_tree().get_root().get_node( "Main/Game/Character" )
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character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" )
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character_creation_camera = get_tree().get_root().get_node( "Main/GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
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func goto_scene(path):
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# This function will usually be called from a signal callback,
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# or some other function from the running scene.
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# Deleting the current scene at this point might be
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# a bad idea, because it may be inside of a callback or function of it.
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# The worst case will be a crash or unexpected behavior.
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# The way around this is deferring the load to a later time, when
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# it is ensured that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path)
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func _deferred_goto_scene(path):
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# Immediately free the current scene,
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# there is no risk here.
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current_scene.free()
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# Load new scene.
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var s = ResourceLoader.load(path)
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# Instance the new scene.
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current_scene = s.instance()
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# Add it to the active scene, as child of root.
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get_tree().get_root().add_child(current_scene)
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# Optional, to make it compatible with the SceneTree.change_scene() API.
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get_tree().set_current_scene(current_scene)
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