godot/demos/misc/autoload/global.gd

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extends Node
var current_scene = null
func goto_scene(path):
# This function will usually be called from a signal callback,
# or some other function from the running scene.
# Deleting the current scene at this point might be
# a bad idea, because it may be inside of a callback or function of it.
# The worst case will be a crash or unexpected behavior.
# The way around this is deferring the load to a later time, when
# it is ensured that no code from the current scene is running:
call_deferred("_deferred_goto_scene",path)
func _deferred_goto_scene(path):
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# Immediately free the current scene,
# there is no risk here.
current_scene.free()
# Load new scene
var s = ResourceLoader.load(path)
# Instance the new scene
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current_scene = s.instance()
# Add it to the active scene, as child of root
get_tree().get_root().add_child(current_scene)
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func _ready():
# Get the current scene, the first time.
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# it is always the last child of root,
# after the autoloaded nodes.
var root = get_tree().get_root()
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current_scene = root.get_child( root.get_child_count() -1 )