8:01am - Alright so the way it'll work is like this:
Player triggers an Interactable, the Interactable triggers an Action, the Action tells the Game Manager to change scenes, the Game Manager tells the Scene to stop processing and physics processing, removes it from the tree, and adds another scene, and tells that scene to process and physics process.
I need to know what scene to transition to.
I need to find that scene.
Those are the two main tasks I need to do right now.
Previously I transitioned to a scene by putting its path in the TeleportAction's TargetLevel property. Instead I suppose I'll have a name list. To keep things simple I'll make the names of the scenes the same as their filename.
The tricky thing will be loading and finding all the scenes.
I'm thinking in the _ready() method of the Game Manager I'll load all of the scenes and pair them with a name in a Dictionary. Then I can refer to them by name and the Game Manager will know what I'm talking about.
8:18am - Alright I think I'm ready to code that. Let's see what comes out...
8:24am - I'm in conversation with a friend about this and I realized there might be a problem with the way I'm doing this. I'm not sure if stopping processing on the scenes will be enough to stop their children from processing.
8:58am - The conversation is turning pretty hard. Making me reconsider how I'm working on this project in the first place.
9:36am - It was a long talk, then a test to see how things work in Godot. Now I'm not sure what to do, since I've gotten all mixed up.
I guess I should drop the modular action system and just hard code my triggers for now?
I don't know... I'm going to take a break for now.
10:32am - Well my roomie got up early so I guess I'm out of time now. But it was a good time.
Player triggers an Interactable, the Interactable triggers an Action, the Action tells the Game Manager to change scenes, the Game Manager tells the Scene to stop processing and physics processing, removes it from the tree, and adds another scene, and tells that scene to process and physics process.
I need to know what scene to transition to.
I need to find that scene.
Those are the two main tasks I need to do right now.
Previously I transitioned to a scene by putting its path in the TeleportAction's TargetLevel property. Instead I suppose I'll have a name list. To keep things simple I'll make the names of the scenes the same as their filename.
The tricky thing will be loading and finding all the scenes.
I'm thinking in the _ready() method of the Game Manager I'll load all of the scenes and pair them with a name in a Dictionary. Then I can refer to them by name and the Game Manager will know what I'm talking about.
8:18am - Alright I think I'm ready to code that. Let's see what comes out...
8:24am - I'm in conversation with a friend about this and I realized there might be a problem with the way I'm doing this. I'm not sure if stopping processing on the scenes will be enough to stop their children from processing.
8:58am - The conversation is turning pretty hard. Making me reconsider how I'm working on this project in the first place.
9:36am - It was a long talk, then a test to see how things work in Godot. Now I'm not sure what to do, since I've gotten all mixed up.
I guess I should drop the modular action system and just hard code my triggers for now?
I don't know... I'm going to take a break for now.
10:32am - Well my roomie got up early so I guess I'm out of time now. But it was a good time.