47 lines
No EOL
1.3 KiB
GDScript
47 lines
No EOL
1.3 KiB
GDScript
extends Node
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signal character_creation_finished
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func _ready():
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print("login_scene_ready")
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$login_menu.show()
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self.connect( "character_creation_finished", self.get_parent(), "_on_login_scene_character_creation_finished" )
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func _on_login_menu_login_button_pressed():
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$login_menu.hide()
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$character_selection_menu.show()
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func _on_character_creation_menu_valid_button_pressed():
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emit_signal( "character_creation_finished" )
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func _on_character_selection_menu_character_selected( slot ):
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global.character_slot = slot
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var config_file = ConfigFile.new()
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var err = config_file.load( "user://player.cfg" )
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if err:
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print("Error code when loading player config file: ", err)
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if config_file.has_section( str(slot) ):
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global.character_name = config_file.get_value(str(global.character_slot), "name" )
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global.character_color = config_file.get_value(str(global.character_slot), "color" )
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emit_signal( "character_creation_finished" )
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else:
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$character_selection_menu.hide()
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$character_creation_menu.show()
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func _on_character_creation_menu_return_button_pressed():
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$character_creation_menu.hide()
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$character_selection_menu.show()
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func _on_character_selection_menu_return_button_pressed():
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$login_menu.show()
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$character_selection_menu.hide() |