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") # $GUI.pause() $GUI/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/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 ) func _on_GUI_character_creation_finished(): $Game.show() $Game/World/GridMaps/Ground.show() $Game/World/GridMaps/wall.show() $Game/World/GridMaps/ceilling.show() $Game/Character/Camera_rotation_helper/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