48 lines
No EOL
1.8 KiB
GDScript
48 lines
No EOL
1.8 KiB
GDScript
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_mesh = null
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var character_creation_camera = null
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var player_name
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var player_color
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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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current_scene = root.get_node( "Main/login_scene" )
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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/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
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func goto_scene(path, parent):
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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, parent)
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func _deferred_goto_scene(path, parent):
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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().get_node( parent ).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 ) |