revamped key rebinding system
This commit is contained in:
@ -25,7 +25,7 @@ func _ready() -> void:
|
||||
bg_level.a_star_graph_3d.place_random_towers(20)
|
||||
bg_level.a_star_graph_3d.disable_all_tower_frames()
|
||||
Game.level = bg_level
|
||||
WaveManager.generate_wave(400, bg_level.enemy_pool, bg_level.enemy_spawns)
|
||||
WaveManager.generate_wave(1000, bg_level.enemy_pool, bg_level.enemy_spawns)
|
||||
for spawn: EnemySpawner in bg_level.enemy_spawns:
|
||||
spawn.enemy_died_callback = enemy_died
|
||||
spawn.enemy_reached_goal_callback = damage_goal
|
||||
@ -36,7 +36,7 @@ func _ready() -> void:
|
||||
#these exist purely to make the enemies that spawn on the main menu happy
|
||||
func enemy_died(_some_arg: Enemy) -> void:
|
||||
pass
|
||||
func damage_goal(_some_arg1: int, _some_arg2: int) -> void:
|
||||
func damage_goal(_some_arg1: Enemy, _some_arg2: int) -> void:
|
||||
pass
|
||||
func increase_enemy_count() -> void:
|
||||
pass
|
||||
@ -45,7 +45,7 @@ func increase_enemy_count() -> void:
|
||||
func _on_display_name_edit_pressed() -> void:
|
||||
$ProfileManager.visible = true
|
||||
$ProfileManager/VBoxContainer/DisplayName/LineEdit.placeholder_text = Data.player_profile.display_name
|
||||
temp_data = SaveData.load_profile_from_disk()
|
||||
temp_data = SaveData.load_from_disk(0)
|
||||
|
||||
|
||||
func change_profile_display_name(display_name: String) -> void:
|
||||
|
@ -14,6 +14,7 @@ script = ExtResource("1_oxg0p")
|
||||
layout_mode = 2
|
||||
|
||||
[node name="ColumnLabels" type="HBoxContainer" parent="."]
|
||||
visible = false
|
||||
layout_mode = 2
|
||||
|
||||
[node name="Action" type="Label" parent="ColumnLabels"]
|
||||
|
Reference in New Issue
Block a user