do some changes with XLib and started working on main menu

This commit is contained in:
2026-06-04 23:51:28 -05:00
parent f320e6bd80
commit 04f8bb7c2d
17 changed files with 143 additions and 13 deletions

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@tool
extends EditorPlugin
var pluginDir
func _enable_plugin() -> void:
# Add autoloads here.
pass
var plugin_dir = get_script().resource_path.get_base_dir()
func _disable_plugin() -> void:
# Remove autoloads here.
pass
func _enter_tree() -> void:
# Initialization of the plugin goes here.
pass
var nodes = get_script().resource_path.get_base_dir() + "/nodes"
add_custom_type("XLightingUpdate3D", "Node3D", load(nodes + "/XLightingUpdate3D.gd"), null)
func _exit_tree() -> void:
# Clean-up of the plugin goes here.
pass
remove_custom_type("XLightingUpdate3D")

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@tool
extends Node3D
signal updateLighting
@export var frame:int
@export var GameWorldEnv:WorldEnvironment
func resetLighting():
GameWorldEnv.environment.sdfgi_enabled = false
await get_tree().process_frame
GameWorldEnv.environment.sdfgi_enabled = true
func _ready() -> void:
print("Lighting node entered tree!")
updateLighting.connect(resetLighting)

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uid://de8gtv3fwwfvr

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class_name GameSaveResource extends Resource
@export var stored_scenes: Array[PackedScene] = []
@export var stored_player: PackedScene
@export var stored_hotbar: HotbarResource # Holds your active items

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uid://i5d1qc430pfd

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extends Node
func saveGameData(file_name: String):
var save_data = GameSaveResource.new()
var objects_container = get_node_or_null("/root/World/objects")
if objects_container:
for object in objects_container.get_children():
for child in object.get_children():
child.owner = object
var packed_node = PackedScene.new()
if packed_node.pack(object) == OK:
save_data.stored_scenes.append(packed_node)
var player_node = get_node_or_null("/root/World/PlayerController")
if player_node:
var hotbar_control = player_node.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if hotbar_control and "hotbar" in hotbar_control:
save_data.stored_hotbar = hotbar_control.hotbar.duplicate(true)
for child in player_node.get_children():
child.owner = player_node
var packed_player = PackedScene.new()
if packed_player.pack(player_node) == OK:
save_data.stored_player = packed_player
var full_path = "user://" + file_name
var save_result = ResourceSaver.save(save_data, full_path)
if save_result == OK:
print("Successfully saved all nodes and items to: ", full_path)
func loadGameData(file_name: String):
var full_path = "user://" + file_name
if not ResourceLoader.exists(full_path):
print("Error: Save file '", full_path, "' does not exist.")
return
var save_data = ResourceLoader.load(full_path) as GameSaveResource
if not save_data:
print("Error: Could not parse save file.")
return
var objects_node = get_node_or_null("/root/World/objects")
if objects_node:
for child in objects_node.get_children():
child.queue_free()
for packed_node in save_data.stored_scenes:
if packed_node:
objects_node.add_child(packed_node.instantiate())
if save_data.stored_player:
var current_player = get_node_or_null("/root/World/PlayerController")
if current_player:
var player_parent = current_player.get_parent()
var restored_player = save_data.stored_player.instantiate()
restored_player.name = "PlayerController_New"
var hotbar_control = restored_player.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if hotbar_control and save_data.stored_hotbar:
hotbar_control.hotbar = save_data.stored_hotbar.duplicate(true)
player_parent.add_child(restored_player)
current_player.queue_free()
await get_tree().process_frame
if is_instance_valid(restored_player):
restored_player.name = "PlayerController"
var final_hotbar = restored_player.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if final_hotbar and final_hotbar.has_method("updateHotbar"):
final_hotbar.updateHotbar(final_hotbar.hotbar)
print("Player and inventory data successfully restored!")
print("Successfully reloaded game state from disk!")

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uid://bxo4gihn43kx