create local and remote waypoint types
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9 changed files with 20 additions and 9 deletions
8
classes/waypoint/waypoint_abstract.gd
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8
classes/waypoint/waypoint_abstract.gd
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# TODO: better name
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@abstract class_name Waypoint extends Resource
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## The coordinates at which the player will spawn.
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@export var spawn_coordinates: Vector2i
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## The room configuration with which to enter.
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@export var room_config: RoomConfig
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@ -1,8 +0,0 @@
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# TODO: better name
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class_name Waypoint
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extends Resource
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#@export var from_scene: PackedScene
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@export var to_scene: PackedScene
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@export var spawn_coordinates: Vector2i
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1
resources/waypoint_local.gd
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1
resources/waypoint_local.gd
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class_name LocalWaypoint extends Waypoint
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1
resources/waypoint_local.gd.uid
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resources/waypoint_local.gd.uid
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uid://p0pauuvfwm7g
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5
resources/waypoint_remote.gd
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5
resources/waypoint_remote.gd
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@ -0,0 +1,5 @@
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class_name RemoteWaypoint extends Waypoint
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## Scene to which the waypoint points.
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@export var to_scene: PackedScene
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1
resources/waypoint_remote.gd.uid
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1
resources/waypoint_remote.gd.uid
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uid://df4uqylsf7po6
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@ -1,7 +1,7 @@
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extends Node
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func goto_room(previous_room: Room, waypoint: Waypoint) -> void:
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func goto_room(previous_room: Room, waypoint: RemoteWaypoint, config: RoomConfig = null) -> void:
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print("changing rooms")
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# for signal
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@ -17,6 +17,7 @@ func goto_room(previous_room: Room, waypoint: Waypoint) -> void:
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var next_room: Room = waypoint.to_scene.instantiate()
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next_name = next_room.name
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next_room.initial_spawn = waypoint.spawn_coordinates
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if config: next_room.config = config
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get_tree().root.add_child(next_room)
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# notify event bus
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@ -6,6 +6,8 @@
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[sub_resource type="Resource" id="Resource_t5fpq"]
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script = ExtResource("2_06s2n")
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loopable = true
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loop_size = Rect2i(0, 0, 320, 240)
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metadata/_custom_type_script = "uid://bamoq5wi0lkdy"
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[node name="Room" instance=ExtResource("1_tbqj1")]
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