Migrate to Godot 4 #1
@@ -34,7 +34,7 @@ func _load_back_button() -> void:
|
||||
$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
|
||||
|
||||
func _load_prepare_victory_condition() -> void:
|
||||
var level := Global.database.level_by_index(Global.current_scene_int)
|
||||
var level: LevelEntry = Global.database.level_by_index(Global.current_scene_int)
|
||||
if level == null:
|
||||
return
|
||||
victory_condition = level.object_to_find()
|
||||
@@ -133,7 +133,7 @@ func _check_dissolve_mesh() -> void:
|
||||
_clean_mesh(key)
|
||||
|
||||
func _clean_mesh(key: String) -> void:
|
||||
var level := Global.database.level_by_index(Global.current_scene_int)
|
||||
var level: LevelEntry = Global.database.level_by_index(Global.current_scene_int)
|
||||
if level != null:
|
||||
victory_progress = level.object_finding()
|
||||
var mesh := _node_to_mesh(key)
|
||||
|
||||
@@ -11,7 +11,7 @@ background_energy_multiplier = 0.6
|
||||
sky = SubResource("1")
|
||||
ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
|
||||
ambient_light_sky_contribution = 0.5
|
||||
ambient_light_energy = 0.4
|
||||
ambient_light_energy = 1.0
|
||||
tonemap_mode = 2
|
||||
ssr_enabled = true
|
||||
glow_enabled = true
|
||||
|
||||
@@ -49,7 +49,7 @@ background_energy_multiplier = 0.6
|
||||
sky = SubResource("1")
|
||||
ambient_light_color = Color(0.694118, 0.168627, 0.67451, 1)
|
||||
ambient_light_sky_contribution = 0.5
|
||||
ambient_light_energy = 0.4
|
||||
ambient_light_energy = 1.0
|
||||
tonemap_mode = 2
|
||||
ssr_enabled = true
|
||||
glow_enabled = true
|
||||
|
||||
@@ -11,7 +11,7 @@ sky = SubResource( 2 )
|
||||
background_color = Color( 0.188235, 0.133333, 0.133333, 1 )
|
||||
background_energy_multiplier = 0.6
|
||||
ambient_light_color = Color( 0.694118, 0.168627, 0.67451, 1 )
|
||||
ambient_light_energy = 0.4
|
||||
ambient_light_energy = 1.0
|
||||
ambient_light_sky_contribution = 0.5
|
||||
fog_enabled = true
|
||||
fog_mode = 1
|
||||
|
||||
@@ -67,6 +67,7 @@ class DB extends RefCounted:
|
||||
func _load_levels(data: Array) -> Array[LevelEntry]:
|
||||
var result: Array[LevelEntry] = []
|
||||
const W := 2
|
||||
@warning_ignore("integer_division")
|
||||
for i in range(data.size() / W):
|
||||
var l := LevelEntry.new()
|
||||
l.index = i
|
||||
@@ -78,6 +79,7 @@ class DB extends RefCounted:
|
||||
func _load_scenes(data: Array) -> Array[SceneEntry]:
|
||||
var result: Array[SceneEntry] = []
|
||||
const W := 7
|
||||
@warning_ignore("integer_division")
|
||||
for i in range(data.size() / W):
|
||||
var s := SceneEntry.new()
|
||||
s.lock = bool(int(data[i * W + 0]))
|
||||
|
||||
Reference in New Issue
Block a user