fix: attempted to remove tools. bug: now the game won't load.
This commit is contained in:
parent
7d299c8ddf
commit
796878b0ab
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@ -4,7 +4,7 @@
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[ext_resource type="FontFile" uid="uid://bdkb43smt08c0" path="res://import/fonts/Ubuntu-B.ttf" id="2_q6nhe"]
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[ext_resource type="FontFile" uid="uid://bdkb43smt08c0" path="res://import/fonts/Ubuntu-B.ttf" id="2_q6nhe"]
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[sub_resource type="GDScript" id="GDScript_80ahk"]
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[sub_resource type="GDScript" id="GDScript_80ahk"]
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script/source = "@tool
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script/source = "
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extends Node2D
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extends Node2D
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@export var current_station: Scenes.id = Scenes.id.ADULT_DND:
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@export var current_station: Scenes.id = Scenes.id.ADULT_DND:
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@ -5,7 +5,7 @@
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[ext_resource type="Texture2D" uid="uid://bewykr0twbplg" path="res://base-environments/transition/import/textures/LateralTren_baseColor_upscayl_2x_realesrgan-x4plus-anime.png" id="5_6pwip"]
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[ext_resource type="Texture2D" uid="uid://bewykr0twbplg" path="res://base-environments/transition/import/textures/LateralTren_baseColor_upscayl_2x_realesrgan-x4plus-anime.png" id="5_6pwip"]
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[sub_resource type="GDScript" id="GDScript_6pwip"]
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[sub_resource type="GDScript" id="GDScript_6pwip"]
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script/source = "@tool
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script/source = "
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extends Node3D
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extends Node3D
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@export var door_open: bool:
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@export var door_open: bool:
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@ -6,7 +6,7 @@
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[ext_resource type="ArrayMesh" uid="uid://f5fr2e5gq313" path="res://base-environments/youth_room/shaders/fairy_light_diode.res" id="4_qh8yy"]
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[ext_resource type="ArrayMesh" uid="uid://f5fr2e5gq313" path="res://base-environments/youth_room/shaders/fairy_light_diode.res" id="4_qh8yy"]
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[sub_resource type="GDScript" id="GDScript_2caij"]
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[sub_resource type="GDScript" id="GDScript_2caij"]
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script/source = "@tool
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script/source = "
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extends Node3D
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extends Node3D
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@export var light_array: Array[Vector3]:
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@export var light_array: Array[Vector3]:
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@ -3,7 +3,7 @@
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[ext_resource type="PackedScene" uid="uid://c2uf5vwe2rdbd" path="res://base-environments/youth_room/import/cheeky-city.glb" id="1_yckvd"]
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[ext_resource type="PackedScene" uid="uid://c2uf5vwe2rdbd" path="res://base-environments/youth_room/import/cheeky-city.glb" id="1_yckvd"]
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[sub_resource type="GDScript" id="GDScript_bfd5g"]
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[sub_resource type="GDScript" id="GDScript_bfd5g"]
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script/source = "@tool
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script/source = "
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extends Node3D
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extends Node3D
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@export var light_energy:float = 0:
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@export var light_energy:float = 0:
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@ -1,4 +1,3 @@
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@tool
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extends CenterContainer
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extends CenterContainer
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signal text_finished
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signal text_finished
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@ -4,12 +4,12 @@
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[ext_resource type="Texture2D" uid="uid://dp1bv446sk2xf" path="res://addons/kenney_particle_pack/flare_01.png" id="2_ipdak"]
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[ext_resource type="Texture2D" uid="uid://dp1bv446sk2xf" path="res://addons/kenney_particle_pack/flare_01.png" id="2_ipdak"]
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[sub_resource type="GDScript" id="GDScript_w4p0y"]
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[sub_resource type="GDScript" id="GDScript_w4p0y"]
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script/source = "@tool
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script/source = "
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extends Node3D
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extends Node3D
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var has_stage
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var has_stage
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@export_tool_button(\"Play Chest Animation\") var play_action = play_chest_animation
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#@export_tool_button(\"Play Chest Animation\") var play_action = play_chest_animation
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func _ready() -> void:
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func _ready() -> void:
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if not Engine.is_editor_hint():
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if not Engine.is_editor_hint():
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@ -1,20 +1,19 @@
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@tool
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class_name ThemedButton extends Button
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class_name ThemedButton extends Button
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@export_tool_button("Rebuild") var rebuild_action = rebuild
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#@export_tool_button("Rebuild") var rebuild_action := rebuild
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@onready var side_decor: CompressedTexture2D = load("res://import/interface-elements/button_active.png")
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@onready var side_decor := load("res://import/interface-elements/button_active.png")
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@onready var top_corner_decor: CompressedTexture2D = load("res://import/interface-elements/top_corner.png")
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@onready var top_corner_decor := load("res://import/interface-elements/top_corner.png")
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@onready var lower_corner_decor: CompressedTexture2D = load("res://import/interface-elements/lower_corner.png")
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@onready var lower_corner_decor := load("res://import/interface-elements/lower_corner.png")
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func _ready() -> void:
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func _ready() -> void:
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rebuild()
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rebuild()
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theme_changed.connect(rebuild)
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theme_changed.connect(rebuild)
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resized.connect(rebuild)
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resized.connect(rebuild)
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clip_contents = true
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clip_contents = true
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var container: PanelContainer
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var container: PanelContainer
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func rebuild():
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func rebuild():
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@ -38,7 +37,7 @@ func rebuild():
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lower_corner.size = Vector2(size.y * lower_corner_decor.get_width() / lower_corner_decor.get_height(), size.y)
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lower_corner.size = Vector2(size.y * lower_corner_decor.get_width() / lower_corner_decor.get_height(), size.y)
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lower_corner.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT, true)
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lower_corner.set_anchors_preset(Control.PRESET_BOTTOM_RIGHT, true)
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lower_corner.position = size-lower_corner.size
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lower_corner.position = size-lower_corner.size
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_:
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_:
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var side_thing:= TextureRect.new()
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var side_thing:= TextureRect.new()
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side_thing.texture = side_decor
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side_thing.texture = side_decor
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@ -18,7 +18,7 @@ fill_from = Vector2(0.499433, 0.470085)
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fill_to = Vector2(0.23814, 0.858974)
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fill_to = Vector2(0.23814, 0.858974)
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[sub_resource type="GDScript" id="GDScript_2ph0d"]
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[sub_resource type="GDScript" id="GDScript_2ph0d"]
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script/source = "@tool
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script/source = "
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extends Sprite2D
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extends Sprite2D
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var flame_progression: float = 0
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var flame_progression: float = 0
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@ -1,4 +1,3 @@
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@tool
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extends TextureRect
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extends TextureRect
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@export var textures: Dictionary[String, Texture] = {}
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@export var textures: Dictionary[String, Texture] = {}
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@ -13,7 +12,7 @@ func _get_configuration_warnings() -> PackedStringArray:
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func _ready() -> void:
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func _ready() -> void:
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State.settings_changed.connect(update_img)
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State.settings_changed.connect(update_img)
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update_img()
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update_img()
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func update_img() -> void:
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func update_img() -> void:
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if textures.keys().has(TranslationServer.get_locale()):
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if textures.keys().has(TranslationServer.get_locale()):
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texture = textures[TranslationServer.get_locale()]
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texture = textures[TranslationServer.get_locale()]
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@tool
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class_name SaveGame extends Resource
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class_name SaveGame extends Resource
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var _is_initialised: bool = false
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var _is_initialised: bool = false
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@tool
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extends Area2D
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extends Area2D
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class_name Card
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class_name Card
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@tool
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class_name StickyNotePanel
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class_name StickyNotePanel
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extends Panel
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extends Panel
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@tool
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extends Area2D
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extends Area2D
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class_name StickyNote
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class_name StickyNote
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@tool
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class_name ChatMessage extends Resource
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class_name ChatMessage extends Resource
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@export_multiline var text: String = ""
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@export_multiline var text: String = ""
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@tool
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class_name ChatView extends ScrollContainer
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class_name ChatView extends ScrollContainer
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@export var messages: Array[ChatMessage]
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@export var messages: Array[ChatMessage]
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@tool
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extends CenterContainer
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extends CenterContainer
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class_name Collectable_Ui
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class_name Collectable_Ui
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@export var scene:Scenes.id = 0
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@export var scene:Scenes.id = 0 as Scenes.id
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@export var collapsed = true:
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@export var collapsed = true:
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set(collapse):
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set(collapse):
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if is_inside_tree():
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if is_inside_tree():
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_show_buttons()
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_show_buttons()
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collapsed = collapse
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collapsed = collapse
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if collapse and has_stage: State.leave_stage(self)
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if collapse and has_stage: State.leave_stage(self)
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@export var is_board: bool = false:
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@export var is_board: bool = false:
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set(board):
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set(board):
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is_board = board
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is_board = board
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@export var has_stage: bool = false:
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@export var has_stage: bool = false:
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set(focused):
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set(focused):
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print("set focus of card to ", focused)
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print("set focus of card to ", focused)
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if has_stage == focused: return
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if has_stage == focused: return
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if focused:
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if focused:
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has_stage = true
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has_stage = true
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collapsed = false
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collapsed = false
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elif has_stage:
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elif has_stage:
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has_stage = false
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has_stage = false
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get_viewport().gui_release_focus()
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get_viewport().gui_release_focus()
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# FIXME needs to be outsourced to scene reference state
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# FIXME needs to be outsourced to scene reference state
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@export var collected: bool = false:
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@export var collected: bool = false:
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set(set_collected):
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set(set_collected):
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else:
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else:
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.disabled = true
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.disabled = true
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$Panel/Content/Buttons/VBoxContainer/put_back.show()
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$Panel/Content/Buttons/VBoxContainer/put_back.show()
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else:
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else:
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.disabled = false
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.disabled = false
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@export var skipped: bool = false
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@export var skipped: bool = false
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@export var item_name: String = "":
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@export var item_name: String = "":
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#$Panel/Content/Buttons/VBoxContainer/Summary.visible = State.provide_summaries
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#$Panel/Content/Buttons/VBoxContainer/Summary.visible = State.provide_summaries
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#$Panel/Content/Buttons/VBoxContainer/skip.visible = State.allow_skipping
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#$Panel/Content/Buttons/VBoxContainer/skip.visible = State.allow_skipping
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if visible and not collapsed: _show_buttons()
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if visible and not collapsed: _show_buttons()
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content_notes = content_notes
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content_notes = content_notes
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is_board = is_board
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is_board = is_board
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item_name = item_name
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item_name = item_name
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if is_inside_tree():
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if is_inside_tree():
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if not State.reduce_motion:
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if not State.reduce_motion:
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$AnimationPlayer.play_backwards("show_buttons")
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$AnimationPlayer.play_backwards("show_buttons")
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func _show_buttons():
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func _show_buttons():
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if is_inside_tree():
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if is_inside_tree():
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if not State.reduce_motion:
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if not State.reduce_motion:
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$AnimationPlayer.play("RESET")
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$AnimationPlayer.play("RESET")
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else:
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else:
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$AnimationPlayer.play("RESET")
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$AnimationPlayer.play("RESET")
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func vanish():
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func vanish():
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if visible:
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if visible:
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var tween = create_tween()
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var tween = create_tween()
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func _yoink_focus():
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func _yoink_focus():
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if not has_stage:
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if not has_stage:
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State.transition_stage_to(self)
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State.transition_stage_to(self)
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func _on_pick_button_pressed():
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func _on_pick_button_pressed():
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print("card collected!")
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print("card collected!")
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if not is_board:
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if not is_board:
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emit_signal("scene_skipped", 1)
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emit_signal("scene_skipped", 1)
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skipped = true
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skipped = true
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "collect (un-skip)"
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$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "collect (un-skip)"
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State.leave_stage(self)
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State.leave_stage(self)
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[ext_resource type="Texture2D" uid="uid://d0ucjqi8tx6vt" path="res://import/interface-elements/frame.png" id="3_63j61"]
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[ext_resource type="Texture2D" uid="uid://d0ucjqi8tx6vt" path="res://import/interface-elements/frame.png" id="3_63j61"]
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[sub_resource type="GDScript" id="GDScript_g0qhf"]
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[sub_resource type="GDScript" id="GDScript_g0qhf"]
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script/source = "@tool
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script/source = "
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extends Button
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extends Button
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func hide():
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func hide():
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@tool
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class_name CollectableUi extends CenterContainer
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class_name CollectableUi extends CenterContainer
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@export var has_stage: bool = false:
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@export var has_stage: bool = false:
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set(focused):
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set(focused):
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if has_stage == focused: return
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if has_stage == focused: return
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if focused:
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if focused:
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has_stage = true
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has_stage = true
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is_collapsed = false
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is_collapsed = false
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# if is_inside_tree():
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# if is_inside_tree():
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# _show_buttons()
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# _show_buttons()
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# collapsed = collapse
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# collapsed = collapse
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#
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#
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# if collapse and has_stage: State.leave_stage(self)
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# if collapse and has_stage: State.leave_stage(self)
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@export var scene: Scenes.id = Scenes.id.YOUTH_DRAEVEN:
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@export var scene: Scenes.id = Scenes.id.YOUTH_DRAEVEN:
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@ -73,7 +72,7 @@ class_name CollectableUi extends CenterContainer
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Scenes.id.ADULT_BURNOUT:
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Scenes.id.ADULT_BURNOUT:
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if title_override == "": title_label.text = TranslationServer.translate("Paperwork")
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if title_override == "": title_label.text = TranslationServer.translate("Paperwork")
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if subtitle_override == "": cn_label.text = ""
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if subtitle_override == "": cn_label.text = ""
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if not Engine.is_editor_hint():
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if not Engine.is_editor_hint():
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is_collected = Scenes.is_sequence_repeating(scene)
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is_collected = Scenes.is_sequence_repeating(scene)
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@export var is_collected: bool = false:
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@export var is_collected: bool = false:
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@ -161,7 +160,7 @@ func _ready() -> void:
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State.settings_changed.connect(_on_context_updated)
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State.settings_changed.connect(_on_context_updated)
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%CollectButton.pressed.connect(collect_memento)
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%CollectButton.pressed.connect(collect_memento)
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##TODO: add functions for remaining buttons
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##TODO: add functions for remaining buttons
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update_state()
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update_state()
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func _on_context_updated():
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func _on_context_updated():
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@ -189,7 +188,7 @@ func try_reveal() -> bool:
|
||||||
animation_player.play("reveal")
|
animation_player.play("reveal")
|
||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
#func _process(_delta: float) -> void:
|
#func _process(_delta: float) -> void:
|
||||||
# if not visible or Engine.is_editor_hint(): return
|
# if not visible or Engine.is_editor_hint(): return
|
||||||
# if Input.is_action_just_pressed("collect_memento_ui"):
|
# if Input.is_action_just_pressed("collect_memento_ui"):
|
||||||
|
|
@ -218,7 +217,7 @@ func _input(event: InputEvent) -> void:
|
||||||
|
|
||||||
func vanish():
|
func vanish():
|
||||||
if not visible: return
|
if not visible: return
|
||||||
|
|
||||||
if is_expanded:
|
if is_expanded:
|
||||||
animation_player.play("vanish_all")
|
animation_player.play("vanish_all")
|
||||||
else:
|
else:
|
||||||
|
|
@ -238,5 +237,5 @@ func _on_skip_pressed():
|
||||||
scene_skipped.emit(1)
|
scene_skipped.emit(1)
|
||||||
was_skipped = true
|
was_skipped = true
|
||||||
$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "collect (un-skip)"
|
$Panel/Content/Buttons/VBoxContainer/collect_or_listen.text = "collect (un-skip)"
|
||||||
|
|
||||||
State.leave_stage(self)
|
State.leave_stage(self)
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name SaveGameDisplay extends Button
|
class_name SaveGameDisplay extends Button
|
||||||
|
|
||||||
var _is_built: bool = false
|
var _is_built: bool = false
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name SaveGameHandle extends CenterContainer
|
class_name SaveGameHandle extends CenterContainer
|
||||||
|
|
||||||
signal picked(save_game: SaveGame)
|
signal picked(save_game: SaveGame)
|
||||||
|
|
@ -72,8 +71,9 @@ func _on_game_picked(id: int):
|
||||||
if saves[id].current_room == 0:
|
if saves[id].current_room == 0:
|
||||||
picked.emit(id)
|
picked.emit(id)
|
||||||
else:
|
else:
|
||||||
$Popup.show()
|
pass
|
||||||
|
#picked.emit(id)
|
||||||
|
#$Popup.show() #FIXME: This popup is missing
|
||||||
else:
|
else:
|
||||||
picked.emit(id)
|
picked.emit(id)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -3,7 +3,7 @@
|
||||||
[ext_resource type="Script" uid="uid://16y8yg750rxm" path="res://logic-scenes/main menu/video_settings.gd" id="1_sii8g"]
|
[ext_resource type="Script" uid="uid://16y8yg750rxm" path="res://logic-scenes/main menu/video_settings.gd" id="1_sii8g"]
|
||||||
|
|
||||||
[sub_resource type="GDScript" id="GDScript_24hb5"]
|
[sub_resource type="GDScript" id="GDScript_24hb5"]
|
||||||
script/source = "@tool
|
script/source = "
|
||||||
extends SpinBox
|
extends SpinBox
|
||||||
|
|
||||||
func reset():
|
func reset():
|
||||||
|
|
|
||||||
25
src/main.gd
25
src/main.gd
|
|
@ -34,7 +34,7 @@ var currently_loading_room: String = "":
|
||||||
else:
|
else:
|
||||||
menu_animation["parameters/conditions/loading_done"] = true
|
menu_animation["parameters/conditions/loading_done"] = true
|
||||||
menu_animation["parameters/conditions/load_save"] = false
|
menu_animation["parameters/conditions/load_save"] = false
|
||||||
|
|
||||||
currently_loading_room = path
|
currently_loading_room = path
|
||||||
|
|
||||||
# Called when the node enters the scene tree for the first time.
|
# Called when the node enters the scene tree for the first time.
|
||||||
|
|
@ -45,7 +45,7 @@ func _ready():
|
||||||
await get_tree().process_frame
|
await get_tree().process_frame
|
||||||
currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
|
currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
|
||||||
State.pass_stage_to(main_menu)
|
State.pass_stage_to(main_menu)
|
||||||
|
|
||||||
Scenes.scene_starting.connect(prepare_transition)
|
Scenes.scene_starting.connect(prepare_transition)
|
||||||
Scenes.scene_finished.connect(transition)
|
Scenes.scene_finished.connect(transition)
|
||||||
|
|
||||||
|
|
@ -62,7 +62,7 @@ func _process(_delta: float) -> void:
|
||||||
move_child(current_room, 0)
|
move_child(current_room, 0)
|
||||||
currently_loading_room = ""
|
currently_loading_room = ""
|
||||||
room_loaded.emit()
|
room_loaded.emit()
|
||||||
|
|
||||||
if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true):
|
if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true):
|
||||||
State.stage_list = [self]
|
State.stage_list = [self]
|
||||||
_return_to_menu()
|
_return_to_menu()
|
||||||
|
|
@ -95,11 +95,11 @@ func debug_youth():
|
||||||
|
|
||||||
func _return_to_menu():
|
func _return_to_menu():
|
||||||
State.active_save_game = null
|
State.active_save_game = null
|
||||||
|
|
||||||
menu_animation["parameters/conditions/start_game"] = false
|
menu_animation["parameters/conditions/start_game"] = false
|
||||||
|
|
||||||
State.pass_stage_to(main_menu)
|
State.pass_stage_to(main_menu)
|
||||||
|
|
||||||
currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
|
currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room)
|
||||||
|
|
||||||
menu_animation["parameters/conditions/return_to_menu"] = true
|
menu_animation["parameters/conditions/return_to_menu"] = true
|
||||||
|
|
@ -108,17 +108,17 @@ func _return_to_menu():
|
||||||
_on_ready_to_unload()
|
_on_ready_to_unload()
|
||||||
|
|
||||||
func load_save(save: SaveGame):
|
func load_save(save: SaveGame):
|
||||||
|
|
||||||
if currently_loading_room != "":
|
if currently_loading_room != "":
|
||||||
await(room_loaded)
|
await(room_loaded)
|
||||||
|
|
||||||
if save.current_room != current_room.id:
|
if save.current_room != current_room.id:
|
||||||
# TODO Prevent race condition from appearing when save is loaded while room is still loading.
|
# TODO Prevent race condition from appearing when save is loaded while room is still loading.
|
||||||
currently_loading_room = get_room_path_from_id(save.current_room)
|
currently_loading_room = get_room_path_from_id(save.current_room)
|
||||||
await(room_loaded)
|
await(room_loaded)
|
||||||
|
|
||||||
menu_animation["parameters/conditions/start_game"] = true
|
menu_animation["parameters/conditions/start_game"] = true
|
||||||
|
|
||||||
State.active_save_game = save
|
State.active_save_game = save
|
||||||
in_game = true
|
in_game = true
|
||||||
current_room.start_room()
|
current_room.start_room()
|
||||||
|
|
@ -126,7 +126,7 @@ func load_save(save: SaveGame):
|
||||||
func _on_ready_to_unload():
|
func _on_ready_to_unload():
|
||||||
if get_child(0) is Node3D:
|
if get_child(0) is Node3D:
|
||||||
get_child(0).free()
|
get_child(0).free()
|
||||||
|
|
||||||
func get_room_path_from_id(id: State.rooms) -> String:
|
func get_room_path_from_id(id: State.rooms) -> String:
|
||||||
match id:
|
match id:
|
||||||
State.rooms.YOUTH, State.rooms.NULL:
|
State.rooms.YOUTH, State.rooms.NULL:
|
||||||
|
|
@ -169,7 +169,7 @@ func prepare_transition(scene_id: Scenes.id, _repeat):
|
||||||
if not _repeat:
|
if not _repeat:
|
||||||
currently_loading_room = get_room_path_from_id(State.rooms.TRANSITION)
|
currently_loading_room = get_room_path_from_id(State.rooms.TRANSITION)
|
||||||
else:
|
else:
|
||||||
|
|
||||||
currently_loading_room = get_room_path_from_id(State.rooms.ADULTHOOD)
|
currently_loading_room = get_room_path_from_id(State.rooms.ADULTHOOD)
|
||||||
|
|
||||||
func transition(scene_id: Scenes.id, _repeat):
|
func transition(scene_id: Scenes.id, _repeat):
|
||||||
|
|
@ -182,4 +182,3 @@ func transition(scene_id: Scenes.id, _repeat):
|
||||||
Scenes.end_current_sequence()
|
Scenes.end_current_sequence()
|
||||||
else:
|
else:
|
||||||
State.pass_stage_to(current_room)
|
State.pass_stage_to(current_room)
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -446,6 +446,8 @@ grow_horizontal = 2
|
||||||
grow_vertical = 2
|
grow_vertical = 2
|
||||||
mouse_filter = 2
|
mouse_filter = 2
|
||||||
script = ExtResource("8_o0cpj")
|
script = ExtResource("8_o0cpj")
|
||||||
|
saves = null
|
||||||
|
update_display = null
|
||||||
metadata/_custom_type_script = "uid://dugfwcvp7i01k"
|
metadata/_custom_type_script = "uid://dugfwcvp7i01k"
|
||||||
|
|
||||||
[node name="CenterContainer" type="CenterContainer" parent="."]
|
[node name="CenterContainer" type="CenterContainer" parent="."]
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
class_name MenuSetting extends Resource
|
class_name MenuSetting extends Resource
|
||||||
|
|
||||||
enum Receivers {
|
enum Receivers {
|
||||||
|
|
|
||||||
|
|
@ -1,4 +1,3 @@
|
||||||
@tool
|
|
||||||
extends Node
|
extends Node
|
||||||
|
|
||||||
#region configuration
|
#region configuration
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue