Lots of work on saving, enemies and object positions are now saved
This commit is contained in:
@@ -43,6 +43,7 @@ var engine_time_scale_cache : float = 1.0
|
||||
|
||||
# Called when the node enters the scene tree for the first time.
|
||||
func _ready():
|
||||
#refresh_scene()
|
||||
##LOAD DATA
|
||||
SaveLoad.load_persistent_data()
|
||||
SaveLoad.load_save_game_data()
|
||||
@@ -54,7 +55,9 @@ func _ready():
|
||||
var crown_spawn = crown.instantiate()
|
||||
if SaveLoad.last_hit_path:
|
||||
var crown_target = get_node(SaveLoad.last_hit_path)
|
||||
crown_target.add_child(crown_spawn)
|
||||
if crown_target:
|
||||
crown_target.add_child(crown_spawn)
|
||||
crown_spawn.position = Vector3(0,2,0)
|
||||
else:
|
||||
get_tree().get_root().add_child(crown_spawn)
|
||||
#global randomize function
|
||||
|
||||
Reference in New Issue
Block a user