started work on async loading
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@@ -1,4 +1,3 @@
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@tool
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extends Node3D
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@export var sun_color : GradientTexture1D
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@@ -19,7 +18,7 @@ func change_sun():
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sun.rotation.x = sun_details["angle"]
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sun.rotation.y = north_offset
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sun.light_energy = sun_details["energy"]
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moon.light_energy = (2 - sun_details["energy"]) * .25
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moon.light_energy = (2 - sun_details["energy"]) * .5
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func sun_angle_from_time():
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var time_dict = Time.get_time_dict_from_system()
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@@ -6,7 +6,7 @@ class_name Portal
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@export var level_gamemode : gamemode
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@export var scene_thumbnail : Texture2D
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@export var hub_portal : bool = false
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const ENEMY_WORKING_SCENE_ASYNCTEST = preload("res://scenes/enemy_working_scene_ASYNCTEST.tscn")
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var timer_active = false
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var active = true
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var index : int
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@@ -24,21 +24,28 @@ func _process(delta: float) -> void:
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func _on_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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if active and timer_active:
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#Let the Bounds detector know player is exiting
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SignalBus.emit_signal("player_exiting_tree")
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if hub_portal:
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#add back other portals to round portal array
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GameGlobals.current_match[GameGlobals.current_round_id].remove_at(index)
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#Set incoming gamemode
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GameGlobals.loading_gamemode = level_gamemode
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#Save data
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if get_tree().current_scene.gamemode.load_save == true:
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SaveLoad.save_game_data(get_tree().current_scene.get_name())
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SaveLoad.save_user_data()
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get_tree().change_scene_to_file(scene_path)
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active = false
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var scene = ENEMY_WORKING_SCENE_ASYNCTEST.instantiate()
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scene.global_basis = global_basis
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scene.global_position = global_position
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scene.rotation = rotation
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scene.scale = Vector3.ONE
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add_child(scene)
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##Let the Bounds detector know player is exiting
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#SignalBus.emit_signal("player_exiting_tree")
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#
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#if hub_portal:
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##add back other portals to round portal array
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#GameGlobals.current_match[GameGlobals.current_round_id].remove_at(index)
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##Set incoming gamemode
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#GameGlobals.loading_gamemode = level_gamemode
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##Save data
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#if get_tree().current_scene.gamemode.load_save == true:
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#SaveLoad.save_game_data(get_tree().current_scene.get_name())
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#SaveLoad.save_user_data()
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#get_tree().change_scene_to_file(scene_path)
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else:
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body.velocity = -body.velocity * 2
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body.velocity = -body.velocity * 1.1
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func _on_start_activation_timeout() -> void:
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