Fixed bug with front door placement

This commit is contained in:
Segey Lapin
2020-04-16 09:50:31 +03:00
parent 4e3135559f
commit b7a9e2e0b2
7 changed files with 223 additions and 162 deletions

View File

@@ -5,8 +5,7 @@ var raycasts_count = 100
var raycast_queue = []
var astar: AStar
# Need to make more generic
var exit_door: Node
var interior
func _ready():
set_save_slot(0)
@@ -35,6 +34,7 @@ func update_time(delta):
if game_hour == 24:
game_hour = 0
game_day += 1
emit_signal("new_day")
match(game_hour):
23,0,1,2,3:
day_period = periods.NIGHT

View File

@@ -159,7 +159,7 @@ class ObjectiveWalkto extends QuestObjective:
return save_data
func _ready():
pass
set_process(false)
func check_trigger(t):
@@ -201,13 +201,15 @@ func create_objective(v):
var o_title = v[1]
var o_desc = v[2]
var o_radius = v[3]
var where = global.exit_door.global_transform.origin
var where = global.interior.exit_doors[0].global_transform.origin
var obj = ObjectiveWalkto.new(o_title, o_desc, where, o_radius)
return obj
return null
var up_time = 0.0
var state: int = 0
func activate():
set_process(true)
func _process(delta):
up_time += delta
if up_time > 1000.0: