76 lines
1.8 KiB
GDScript
76 lines
1.8 KiB
GDScript
class_name RoomTemplate extends Node3D
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var initialised: bool = false
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var id: State.rooms = State.rooms.NULL
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@onready var scene_player : AnimationPlayer = %ScenePlayer
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var is_active: bool:
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set(value):
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is_active = value
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if is_active and not initialised:
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start_room()
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var save_game:SaveGame = null
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signal proceed(next_scene_path: String)
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func _ready() -> void:
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State.room = self
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State.current_room = id
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func disable()-> void:
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is_active = false
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set_process_input(false)
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set_process(false)
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func get_ready():
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pass
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func load():
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# Override this function to load the state of the chapter from State.save_game
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pass
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func play() -> String:
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start_room()
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return await proceed
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func start_room():
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pass
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func pull_save_state(_save: SaveGame) -> void:
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# Try to restore player position from save
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restore_player_from_save(_save)
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## Attempts to find player controller and restore position/rotation from save
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func restore_player_from_save(save: SaveGame) -> void:
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var player: PlayerController = null
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# Try to find player controller in common locations
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if has_node("%PlayerController"):
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player = get_node("%PlayerController")
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elif has_node("logic/PlayerController"):
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player = get_node("logic/PlayerController")
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if player and player is PlayerController:
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player.restore_from_save(save)
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else:
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print_debug("RoomTemplate: Could not find PlayerController to restore position")
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func save_room():
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save_game.save_to_file(get_tree().root.get_texture())
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func prepare_transition():
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pass
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func unload():
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pass
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## Called before a scene starts to allow room-specific preparation (e.g., animations)
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## Override in subclasses to add custom scene preparation logic
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func prepare_scene_start(_scene_id: Scenes.id, _is_repeating: bool) -> void:
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await get_tree().process_frame # Dummy wait for LSP warning otherwise
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