Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
Vaillant Jeremy 81e6ceb003 Silence Godot 4 editor warnings (debugger)
Address every warning that surfaced in the running game's debugger:

- Drop deprecated 'graph_offset = Vector2(...)' lines from the three
  in-tree VisualShader resources (red.tres, green.tres,
  Summary.tscn). The property is editor-only graph pan, ignored at
  runtime but warns at load.
- Add android/.gdignore so Godot stops scanning the build template
  copies of red.tres/green.tres (which still had graph_offset). Tighten
  .gitignore to keep tracking the .gdignore marker only.
- Drop the broken 'nodes/fragment/connections = ...' line from the
  inline VisualShader in Summary.tscn — connections referenced
  out-of-bounds ports (e.g. port 1 on a 1-output node). The
  pre-compiled 'code = ...' string is kept so rendering is unaffected.
- Drop the orphaned 'ext_resource WarCraft.lmbake' from WarCraft.tscn:
  the LightmapGI node no longer references it but Godot still loaded
  the (Godot-3-format) blob from the ext_resource declaration alone,
  triggering '(p_data.size() % 4) != 0'.
- Animation tracks: SlideReset (Template.tscn), BorderAnim
  (Loading.tscn), and ObjectFindAll (ListObjects.tscn) each had a
  bezier track with empty PackedFloat32Array keys, which
  AnimationMixer rejects in Godot 4. Drop the empty x track in each
  (the y track held the actual motion).
- Re-save 57 .mesh files via scripts/migrate_misc.gd so the surface
  format is the current Godot 4 variant. sm_stackgold.mesh in
  particular triggered the deprecation warning every load.

GDScript: rename function parameters and locals that shadowed
Node.name / Node.value in:
- db/MScene.gd (set_lock, set_mesh, set_tick_reference, set_value)
- scripts/Setting.gd untouched (no shadow, false positive earlier)
- scenes/UI/choose_scenes/ChooseScene.gd (_load_scene, _build_path,
  _build_method)
- scenes/levels/Levels.gd (_create_animation_slide,
  _create_animation_warning, _add_animation_to_player,
  _create_button_info, _node_object_list)

lod plugin: Godot 4 added 'lod_bias' as a native property on
VisualInstance3D, which collided with the plugin's 'lod_bias' member
across all five lod_*.gd files. Rename to 'lod_distance_bias' so the
scripts parse again. Also drop Light3D.shadow_color writes in
lod_omni_light.gd and lod_spot_light.gd — that property was removed
in Godot 4, so the related shadow_value computation became dead code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 21:28:22 +02:00

71 lines
2.4 KiB
GDScript

extends Control
@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
func _ready():
_load_button_access_scenes()
## PRIVATE
func _load_button_access_scenes():
for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
func _apply_scene(level, index):
$MarginContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
configure_reset(level, node, index, false)
configure_counter(level, node)
func _load_scene(p_name):
var template_instance = template.instantiate()
template_instance.set_name(p_name)
return template_instance
func _build_path(p_name):
return "MarginContainer/" + p_name
func _build_method(p_name):
return "_on_" + p_name.to_lower() + "_pressed"
func _load_texture(thumbnail):
return load(thumbnail)
func _configure_select(level, node):
var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.set_texture(_load_texture(level.thumbnail()))
selector.connect("pressed", Callable(Event, _build_method(level.name())))
func configure_reset(level, node, index, animate):
var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
var animation = get_node(node+"/AnimationPlayer")
if int(level.object_finding()) == 0:
_configure_reset_disable(animation, reset, animate)
else:
_configure_reset_enable(animation, reset, level, node, index)
func _configure_reset_disable(animation, reset, animate = false):
animation.play("SlideReset")
if !animate:
animation.seek(1, false)
reset.set_disabled(true)
reset.set_default_cursor_shape(CURSOR_ARROW)
if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
func _configure_reset_enable(animation, reset, level, node, index):
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
func configure_counter(level, node):
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())