feat: initialize main scene, character portraits, and UI/lobby management systems
This commit is contained in:
+11
-4
@@ -353,14 +353,21 @@ func _ready():
|
||||
@onready var floor_spawn_bot: AnimatedSprite3D = $floor_spawn_bot
|
||||
@onready var floor_spawn_top: AnimatedSprite3D = $floor_spawn_top
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("grab_item"):
|
||||
floor_spawn_bot.play("floor_spawn_bot")
|
||||
floor_spawn_top.play("floor_spawn_top")
|
||||
#func _input(event: InputEvent) -> void:
|
||||
#if event.is_action_pressed("grab_item"):
|
||||
#play_floor_spawn()
|
||||
|
||||
func play_floor_spawn():
|
||||
floor_spawn_bot.visible = true
|
||||
floor_spawn_top.visible = true
|
||||
floor_spawn_bot.play("floor_spawn_bot")
|
||||
floor_spawn_top.play("floor_spawn_top")
|
||||
|
||||
# Wait for animation to finish then hide.
|
||||
# We assume both animations have roughly similar lengths.
|
||||
await floor_spawn_bot.animation_finished
|
||||
floor_spawn_bot.visible = false
|
||||
floor_spawn_top.visible = false
|
||||
|
||||
func _init_managers():
|
||||
movement_manager = load("res://scripts/managers/player_movement_manager.gd").new()
|
||||
|
||||
Reference in New Issue
Block a user