extends Node signal spawn_player(xform) # Declare member variables here. Examples: # var a = 2 # var b = "text" # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. var save_data = {} var camp: Node var camp_site: int = -1 var camp_level: int = 0 var bandits_count: int = 0 var camp_dwellings = {} func prepare_save_data(): var cam = get_tree().root.get_camera() var player = cam.get_meta("player") if player: save_data.player_xform = var2str(player.global_transform) save_data.player_stats = player.get_meta("stats") save_data.world = RoadsData.save_data() # save_data.dialogue = Dialogic.export() # save_data.scenery = scenery # state_list.save() # if save_data.dormitory.has("quests"): # print(save_data.dormitory.quests.running) # save_data.prologue = prologue_state.save() save_data.inventory = inventory.items # save_data.dormitory = dormitory_state.save() # save_data.roommates = characters.roommates # save_data.player_room_id = player.get_meta("room_id") # save_data.quests = questman.save() save_data.traffic_state = streaming.traffic_rnd.state var b = freezer.prepare_save_data() while b == false: yield(get_tree(), "idle_frame") b = freezer.prepare_save_data() save_data.camp_level = camp_level save_data.bandits_count = bandits_count save_data.camp_dwellings = var2str(camp_dwellings) # Called every frame. 'delta' is the elapsed time since the previous frame. #func _process(delta): # pass func restart_scene(): var cam = get_viewport().get_camera() if cam && cam.has_meta("player"): var player = cam.get_meta("player") if player: player.remove_meta("cam") player.remove_meta("fps_cam") player = null get_viewport().get_camera().remove_meta("player") if save_data.has("inventory"): inventory.items = save_data.inventory var new_scene = load("res://world.tscn") streaming.done = false if save_data.has("camp_level"): camp_level = save_data.camp_level if save_data.has("bandits_count"): bandits_count = save_data.bandits_count if save_data.has("camp_dwellings"): camp_dwellings = str2var(save_data.camp_dwellings) get_tree().change_scene_to(new_scene) var player_spawned = false var castle1_captured = false