4d5db7bb61
Catch-all commit for everything the --convert-3to4 tool missed during a
manual playtest of the game. All errors raised by clicking through Main
-> Puzzles -> level were fixed.
GDScript:
- PackedScene.instance() -> instantiate() (ChooseScene.gd)
- String(x) constructor doesn't exist -> str(x) (MBase, MScene,
MLevel, Animation, Levels)
- 'x as int/String/bool' doesn't parse strings -> explicit
int()/str()/bool(int()) (MScene, MLevel, MSetting)
- BaseButton.pressed (property) -> button_pressed; set_pressed() ->
direct assignment (Settings.gd)
- AnimationPlayer.add_animation() removed -> go through
AnimationLibrary (Levels.gd)
- PhysicsDirectSpaceState3D.intersect_ray(from, to, ...) ->
PhysicsRayQueryParameters3D.create() (Levels.gd)
- @export with type-hint-in-comment ('# (String, ...)') -> explicit
@export_enum (candle.gd)
- Get effective material with get_active_material() instead of
get_surface_override_material(), with null guard (Levels.gd)
- get_node() -> get_node_or_null() so missing items from ahog.json
(e.g. sm_super_dager in Home) don't crash (Levels.gd)
Scenes/resources:
- Remove 14 Tween nodes from WarCraft.tscn — Tween is no longer a
Node in Godot 4. Rewrite Animation.start_dissolve to use
create_tween().tween_method().
- Rename property material/N -> surface_material_override/N in every
.tscn (10 files) — Godot 3 -> 4 rename that --convert-3to4 missed.
Without this, MeshInstance3D.get_active_material(0) returned the
glTF-imported StandardMaterial3D instead of the project's custom
dissolve ShaderMaterial.
Shaders:
- One-shot scripts/migrate_shaders.gd walks every .material under
assets/ and fixes Godot 3 -> 4 shader code in-place. Fixed 17
materials: depth_draw_alpha_prepass -> depth_prepass_alpha,
hint_color -> source_color, NORMALMAP -> NORMAL_MAP.
Result: Main, Settings, ChooseScene, and the WarCraft level all run
without script or shader errors. Remaining noise is non-blocking
(visual_shader graph in text_outline.material, baked lightmap binary
format from Godot 3, and empty animation tracks).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
58 lines
1.2 KiB
GDScript
58 lines
1.2 KiB
GDScript
extends "res://db/MBase.gd"
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var m_name = null
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var m_thumb = null
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var m_level = null
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var mscene = load("res://db/MScene.gd")
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func _init(row_idx):
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m_level = row_idx
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table = Global.database.get_table_by_name("levels")
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var datas = table.get_data_at_row_idx(m_level)
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m_name = _get_name(datas)
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m_thumb = _get_thumb(datas)
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func object_to_find():
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var count = 0
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var datas = _scenes().get_data_by_prop_name_and_data("level", str(m_level))
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if datas.size() != 0:
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count = datas.size()
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return str(count)
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func reset():
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var scene_detail = null
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var t = Global.database.get_table_by_name("scenes")
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for row_index in range(0, t.m_rows_count):
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scene_detail = mscene.new(row_index)
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if scene_detail.label() != null:
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scene_detail.set_lock(int(false))
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func _scenes():
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return Global.database.get_table_by_name("scenes")
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func object_finding():
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var count = 0
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for datas in _scenes().get_dictionary_by_prop_name_and_data("level", str(m_level)):
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if int(datas['lock']) == 1:
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count = count + 1
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return str(count)
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func name():
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return m_name
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func thumbnail():
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return m_thumb
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## PRIVATE
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func _get_name(datas):
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return str(_get_data(datas, 0))
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func _get_thumb(datas):
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return str(_get_data(datas, 1))
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