extends Node # class member variables go here, for example: # var a = 2 # var b = "textvar" const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title" func _ready(): change_title() get_tree().get_root().connect("size_changed", self, "on_window_size_changed") global.character = get_node( "Game/Character" ) global.character_camera = get_node( "Game/Character/Camera_rotation_helper/Camera" ) global.character.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = global.player_color print( str(global.player_name) ) print( str(global.player_color) ) $GUI.pause() global.character_camera.make_current() # $Game.hide() # # # BugGodot?: Meme si tous les nodes parent sont caché les gridmaps s'affichent quand meme :/ # # ce qui les rends quelque peu inutilisables. # $Game/World/GridMaps/Ground.hide() # $Game/World/GridMaps/wall.hide() # $Game/World/GridMaps/ceilling.hide() func _process(delta): pass func on_window_size_changed(): change_title() func change_title(): var title_node = get_node( WINDOW_TITLE_INPUT ) var title = "Khanat" if title_node and not title_node.text.strip_edges() == "": title = title_node.text.strip_edges() title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")" OS.set_window_title( title )