Completely refractor the project so the code isn't so terrible #7
@ -11,7 +11,8 @@ func _process(_delta):
|
||||
func the_pausing():
|
||||
# iterate through the children, allowing only the current active node to run
|
||||
for i in len(get_children()):
|
||||
get_child(i).pause_mode = 0 if i == current_active else 1
|
||||
if get_child(i).has_signal("scene_finished"): # only change if active var should exist
|
||||
get_child(i).active = true if i == current_active else false
|
||||
|
||||
|
||||
func the_connecting():
|
||||
@ -23,7 +24,7 @@ func the_connecting():
|
||||
if (get_child(i).has_signal("scene_finished") and
|
||||
get_child(i).get_signal_connection_list("scene_finished") == []):
|
||||
|
||||
get_child(i).connect("scene_finished", self, child_finished())
|
||||
get_child(i).connect("scene_finished", self, "child_finished")
|
||||
|
||||
|
||||
# connect the failed signal if it exists and
|
||||
@ -31,7 +32,7 @@ func the_connecting():
|
||||
if (get_child(i).has_signal("scene_failed") and
|
||||
get_child(i).get_signal_connection_list("scene_failed") == []):
|
||||
|
||||
get_child(i).connect("scene_failed", self, child_failed())
|
||||
get_child(i).connect("scene_failed", self, "child_failed")
|
||||
|
||||
|
||||
func child_finished():
|
||||
|
@ -3,6 +3,7 @@ extends Node2D
|
||||
signal scene_finished
|
||||
signal scene_failed
|
||||
|
||||
var active : bool = false
|
||||
|
||||
var character = null setget new_character
|
||||
var movement_queue = []
|
||||
@ -78,5 +79,8 @@ func character_movement():
|
||||
|
||||
|
||||
func _physics_process(_delta):
|
||||
if not active:
|
||||
return
|
||||
|
||||
character_movement()
|
||||
character_movement_input()
|
||||
|
@ -1,5 +1,10 @@
|
||||
extends Control
|
||||
|
||||
signal scene_finished
|
||||
signal scene_failed
|
||||
|
||||
var active : bool = false
|
||||
|
||||
const card_view_scene = preload("res://UI/CardView.tscn")
|
||||
|
||||
var character : Character = Character.new() setget update_cards_shown
|
||||
|
@ -1,6 +1,10 @@
|
||||
extends Control
|
||||
|
||||
signal dice_selected (dice_value)
|
||||
signal scene_finished
|
||||
signal scene_failed
|
||||
|
||||
var active : bool = false
|
||||
|
||||
const dice = preload("res://UI/Dice.tscn")
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user