scene changers should be clearing all spawned objects on scene exit
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@@ -1,6 +1,5 @@
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[gd_scene load_steps=22 format=3 uid="uid://uo43j7bomkf3"]
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[gd_scene load_steps=21 format=3 uid="uid://uo43j7bomkf3"]
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[ext_resource type="Script" uid="uid://b81yg4r8e5ecj" path="res://scripts/subscene.gd" id="1_ie2kr"]
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[ext_resource type="PackedScene" uid="uid://cwy8iv8nlwqrc" path="res://assets/realtime_day_night_cycle.tscn" id="3_uc3ig"]
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[ext_resource type="Script" uid="uid://12l74jckdnpl" path="res://scripts/room_manager.gd" id="4_iqtg8"]
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[ext_resource type="PackedScene" uid="uid://djr7vnr1hcx82" path="res://assets/spider2.tscn" id="5_vb31s"]
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@@ -30,8 +29,6 @@ albedo_color = Color(0.300579, 0.462784, 0.249767, 1)
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size = Vector3(722.834, 289.347, 420.508)
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[node name="Highwire" type="Node3D"]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.0566635, 0.403625, 0.0430908)
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script = ExtResource("1_ie2kr")
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[node name="Realtime Day Night Cycle" parent="." instance=ExtResource("3_uc3ig")]
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transform = Transform3D(0.510503, -0.00501647, 0.859861, 0.00982605, 0.999952, 1.08313e-09, -0.85982, 0.00844904, 0.510527, -41.021, 0, 40.533)
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@@ -19,6 +19,7 @@ var rot_amount : float
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func _ready():
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SignalBus.enemy_killed.connect(enemy_in_room_killed)
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SignalBus.game_loaded.connect(assign_elements)
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assign_elements()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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@@ -27,6 +27,10 @@ func _on_body_entered(body: Node3D) -> void:
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for i in spawned_stuff:
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i.queue_free()
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func clear_spawned_objects():
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for i in get_tree().current_scene:
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if i.is_in_group("spawned"):
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i.queue_free()
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func _on_start_activation_timeout() -> void:
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active = true
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