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_creation_camera.make_current() 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 ) #func _on_GUI_character_creation_finished(): # $Game.show() # $Game/World/GridMaps/Ground.show() # $Game/World/GridMaps/wall.show() # $Game/World/GridMaps/ceilling.show() # global.character_camera.make_current() # $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene.hide() # $Game/Character/MeshInstance.get_surface_material(0).albedo_color = $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance.get_surface_material(0).albedo_color func _on_login_scene_character_creation_finished(): global.goto_scene_loading( "res://game_scene/game_scene.tscn" )