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>
100 lines
1.9 KiB
GDScript
100 lines
1.9 KiB
GDScript
extends "res://db/MBase.gd"
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var m_value = 0
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var m_lock = null
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var m_label = null
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var m_label_counter = null
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var m_tick_reference = 0
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var m_key = null
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var m_level = null
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var m_mesh = null
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var m_counter = null
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var m_row_id = null
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const LOCK_ID = 0
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const LABEL_ID = 1
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const KEY_ID = 2
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const LEVEL_ID = 3
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const MESH_ID = 4
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const LABEL_COUNTER = 5
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const COUNTER_ID = 6
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func _init(row_index):
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table = Global.database.get_table_by_name("scenes")
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m_row_id = row_index
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var datas = table.get_data_at_row_idx(m_row_id)
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if _get_level(datas) == Global.current_scene_int:
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m_key = _get_key(datas)
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m_lock = _get_lock(datas)
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m_label = _get_label(datas)
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m_label_counter = _get_label_counter(datas)
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m_mesh = _get_mesh(datas)
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m_counter = _get_counter(datas)
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func key():
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return m_key
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func label():
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return m_label
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func label_counter():
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return m_label_counter
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func lock():
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return m_lock
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func set_lock(value):
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m_lock = _set_data(LOCK_ID, m_row_id, value)
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func mesh():
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return m_mesh
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func tween():
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return m_mesh + "/Tween"
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func set_mesh(value):
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m_mesh = value
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func tick_reference():
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return m_tick_reference
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func set_tick_reference(value):
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m_tick_reference = value
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func value():
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return m_value
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func set_value(value):
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m_value = value
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func audio_sound():
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var stream = load("res://assets/sounds/objects/" + label() + ".ogg")
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stream.set_loop(false)
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return stream
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func counter():
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return m_counter
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## PRIVATE
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func _get_lock(datas):
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return bool(int(_get_data(datas, LOCK_ID)))
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func _get_label(datas):
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return str(_get_data(datas, LABEL_ID))
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func _get_key(datas):
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return str(_get_data(datas, KEY_ID))
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func _get_level(datas):
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return int(_get_data(datas, LEVEL_ID))
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func _get_mesh(datas):
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return "HiddenObjectsItems/" + str(_get_data(datas, MESH_ID))
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func _get_label_counter(datas):
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return str(_get_data(datas, LABEL_COUNTER))
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func _get_counter(datas):
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return int(_get_data(datas, COUNTER_ID))
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