make Game.gd not rely on autoload/global
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@ -35,6 +35,7 @@ signal ready_state_changed(state: bool)
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@export var swap_off_audio: AudioStreamPlayer
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@export var swap_on_audio: AudioStreamPlayer
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var game_manager: GameManager
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var hovering_item: InteractButton = null
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var weapons_spawn_count: int = 0 #Used to prevent node name collisions for multiplayer
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var inventory_selected_index: int = 0
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@ -191,10 +192,10 @@ func _process(delta: float) -> void:
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camera.fov = Data.graphics.hfov * (1.0 / movement.zoom_factor)
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if Input.is_action_just_pressed("View Map"):
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hud.maximise_minimap(Game.level)
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hud.maximise_minimap()
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#Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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if Input.is_action_just_released("View Map"):
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hud.minimize_minimap(self)
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hud.minimize_minimap()
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#Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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check_left_hand_valid()
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@ -222,6 +223,9 @@ func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_pressed("Pause"):
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var menu: PauseMenu = pause_menu_scene.instantiate() as PauseMenu
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pause()
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menu.game_manager = game_manager
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menu.quit_to_desktop_pressed.connect(game_manager.quit_to_desktop)
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menu.quit_to_main_menu_pressed.connect(game_manager.scene_switch_main_menu)
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menu.closed.connect(unpause)
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hud.add_child(menu)
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