scene switcher demo changed to reflect tutorial, fixes #1673
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1 changed files with 27 additions and 9 deletions
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@ -3,21 +3,39 @@ extends Node
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var current_scene = null
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var current_scene = null
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func _deferred_goto_scene(path):
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func goto_scene(scene):
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# Immediately free the current scene,
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#load new scene
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# there is no risk here.
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var s = ResourceLoader.load(scene)
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current_scene.free()
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#queue erasing old (don't use free because that scene is calling this method)
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current_scene.queue_free()
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# Load new scene
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#instance the new scene
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var s = ResourceLoader.load(path)
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# Instance the new scene
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current_scene = s.instance()
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current_scene = s.instance()
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#add it to the active scene, as child of root
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# Add it to the active scene, as child of root
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get_tree().get_root().add_child(current_scene)
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get_tree().get_root().add_child(current_scene)
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func goto_scene(path):
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# This function will usually be called from a signal callback,
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# or some other function from the running scene.
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# Deleting the current scene at this point might be
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# a bad idea, because it may be inside of a callback or function of it.
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# The worst case will be a crash or unexpected behavior.
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# The way around this is deferring the load to a later time, when
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# it is ensured that no code from the current scene is running:
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call_deferred("_deferred_goto_scene",path)
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func _ready():
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func _ready():
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# get the current scene
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# Get the current scene, the first time.
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# it is always the last child of root,
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# it is always the last child of root,
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# after the autoloaded nodes
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# after the autoloaded nodes.
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var root = get_tree().get_root()
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var root = get_tree().get_root()
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current_scene = root.get_child( root.get_child_count() -1 )
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current_scene = root.get_child( root.get_child_count() -1 )
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