more playing with async loading

This commit is contained in:
derek
2025-03-22 20:41:34 -05:00
parent 8447589c82
commit 077e6b4bb9
4 changed files with 35 additions and 118 deletions

View File

@@ -25,12 +25,11 @@ func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
if active and timer_active:
active = false
var scene = ENEMY_WORKING_SCENE_ASYNCTEST.instantiate()
scene.global_basis = global_basis
get_tree().current_scene.add_child(scene)
scene.global_position = global_position
scene.rotation = rotation
scene.scale = Vector3.ONE
add_child(scene)
##Let the Bounds detector know player is exiting
#SignalBus.emit_signal("player_exiting_tree")
#
@@ -44,8 +43,8 @@ func _on_body_entered(body: Node3D) -> void:
#SaveLoad.save_game_data(get_tree().current_scene.get_name())
#SaveLoad.save_user_data()
#get_tree().change_scene_to_file(scene_path)
else:
body.velocity = -body.velocity * 1.1
#else:
#body.velocity = -body.velocity * 1.1
func _on_start_activation_timeout() -> void: