playlist now removes played scenes

This commit is contained in:
Derek
2025-03-01 16:11:20 -06:00
parent 3ab4160be6
commit dc7ecf83ee
11 changed files with 86 additions and 61 deletions

View File

@@ -5,9 +5,11 @@ class_name Portal
@export var scene_name : String
@export var level_gamemode : gamemode
@export var scene_thumbnail : Texture2D
@export var hub_portal : bool = false
var active = false
var round_id : Vector2
var timer_active = false
var active = true
var index : int
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
@@ -20,18 +22,22 @@ func _process(delta: float) -> void:
func _on_body_entered(body: Node3D) -> void:
if active:
GameGlobals.no_reentry_portals.append(round_id)
#Let the Bounds detector know player is exiting
SignalBus.emit_signal("player_exiting_tree")
#Set incoming gamemode
GameGlobals.loading_gamemode = level_gamemode
#Save data
if get_tree().current_scene.gamemode.load_save == true:
SaveLoad.save_game_data(get_tree().current_scene.get_name())
SaveLoad.save_user_data()
get_tree().change_scene_to_file(scene_path)
if body.is_in_group("player"):
if active and timer_active:
#Let the Bounds detector know player is exiting
SignalBus.emit_signal("player_exiting_tree")
if hub_portal:
#add back other portals to round portal array
GameGlobals.current_match[GameGlobals.current_round_id].remove_at(index)
#Set incoming gamemode
GameGlobals.loading_gamemode = level_gamemode
#Save data
if get_tree().current_scene.gamemode.load_save == true:
SaveLoad.save_game_data(get_tree().current_scene.get_name())
SaveLoad.save_user_data()
get_tree().change_scene_to_file(scene_path)
func _on_start_activation_timeout() -> void:
active = true
timer_active = true