ugly hotfixes for the transition scene

This commit is contained in:
betalars 2025-12-02 21:38:17 +01:00
parent 043b85822e
commit a2d57969ae
1 changed files with 18 additions and 2 deletions

View File

@ -4,12 +4,17 @@ extends RoomTemplate
@export var all_lines: Dictionary[TrainLine.id, TrainLine]
func _ready() -> void:
id = State.rooms.TRANSITION
%LeftDetection.body_entered.connect(on_left_train_enter)
%RightDetection.body_entered.connect(on_right_train_enter)
%LeftDetection.body_exited.connect(on_left_train_exit)
%RightDetection.body_exited.connect(on_right_train_exit)
%burnout_station.leave_room.connect(func():
pull_save_state(save_game)
get_parent().load_save(save_game))
func start_room():
save_game = State.active_save_game
State.pass_stage_to(%PlayerController)
on_first_station()
@ -39,10 +44,16 @@ func on_third_transition():
%StationPlayer.play("third_transition")
func pull_save_state(save: SaveGame) -> void:
#FIXME
save.sequences_enabled = Scenes.enabled_sequences
save.current_room = State.rooms.ADULTHOOD
save_game = save
func prepare_transition():
pass
for child in %Stations.get_children():
if child is Node3D:
if not child.name == "burnout_station":
child.queue_free()
func unload():
pass
@ -93,7 +104,12 @@ func on_left_train_enter(_body):
await get_tree().create_timer(5.0).timeout
%Train2.get_child(0).door_open = true
var on_final: bool = false
var on_final: bool = false:
set(final):
#FIXME: this needs to be a proper sequence!
on_final = final
await get_tree().create_timer(0.5).timeout
if final: prepare_transition()
var on_direct_path: bool = false
func on_right_train_enter(_body):
if not left_first_station: