81e6ceb003
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>
71 lines
2.4 KiB
GDScript
71 lines
2.4 KiB
GDScript
extends Control
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@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
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func _ready():
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_load_button_access_scenes()
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## PRIVATE
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func _load_button_access_scenes():
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for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
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_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
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func _apply_scene(level, index):
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$MarginContainer.add_child(_load_scene(level.name()))
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var node = _build_path(level.name())
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_configure_select(level, node)
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configure_reset(level, node, index, false)
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configure_counter(level, node)
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func _load_scene(p_name):
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var template_instance = template.instantiate()
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template_instance.set_name(p_name)
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return template_instance
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func _build_path(p_name):
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return "MarginContainer/" + p_name
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func _build_method(p_name):
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return "_on_" + p_name.to_lower() + "_pressed"
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func _load_texture(thumbnail):
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return load(thumbnail)
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func _configure_select(level, node):
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var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
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var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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thumbnail.set_texture(_load_texture(level.thumbnail()))
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selector.connect("pressed", Callable(Event, _build_method(level.name())))
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func configure_reset(level, node, index, animate):
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var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
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var animation = get_node(node+"/AnimationPlayer")
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if int(level.object_finding()) == 0:
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_configure_reset_disable(animation, reset, animate)
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else:
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_configure_reset_enable(animation, reset, level, node, index)
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func _configure_reset_disable(animation, reset, animate = false):
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animation.play("SlideReset")
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if !animate:
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animation.seek(1, false)
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reset.set_disabled(true)
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reset.set_default_cursor_shape(CURSOR_ARROW)
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if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
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reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
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func _configure_reset_enable(animation, reset, level, node, index):
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animation.play_backwards("SlideReset")
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reset.set_disabled(false)
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reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
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reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
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func configure_counter(level, node):
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var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
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count.set_text(level.object_finding()+" / "+level.object_to_find())
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