Recommiting glbs for LFS
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@@ -22,9 +22,9 @@ const FIRST_QUEST := {
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"description": "Get familiar with movement and vehicles.",
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"steps": [
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{
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"id": "enter_vehicle",
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"text": "Get in the car (E).",
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"complete_event": "entered_vehicle",
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"id": "enter_car_feature",
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"text": "Walk through the car teleporter.",
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"complete_event": "entered_car_feature",
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},
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{
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"id": "reach_checkpoint",
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@@ -35,6 +35,7 @@ const FIRST_QUEST := {
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}
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func _ready() -> void:
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_move_player_to_requested_spawn()
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_apply_sun_state(0.0)
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_setup_quests()
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if _should_show_spawn_dialog() and DialogSystem and DialogSystem.has_method("show_text"):
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@@ -45,7 +46,6 @@ func _ready() -> void:
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await get_tree().create_timer(spawn_dialog_auto_close_seconds).timeout
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if DialogSystem and DialogSystem.has_method("close_if_text"):
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DialogSystem.close_if_text(spawn_dialog_text)
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_show_quest_intro_dialog()
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func _process(delta):
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time = fmod((time + delta), day_length)
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@@ -132,3 +132,23 @@ func _mark_spawn_dialog_shown() -> void:
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if QuestManager == null:
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return
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QuestManager.set_meta(SPAWN_DIALOG_META_KEY, true)
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func _move_player_to_requested_spawn() -> void:
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if _player == null or TeleportState == null:
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return
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var spawn_name: StringName = TeleportState.consume_spawn_name()
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if spawn_name == StringName():
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return
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var spawn_marker := find_child(String(spawn_name), true, false) as Node3D
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if spawn_marker == null:
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return
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if _player.has_method("teleport_to_spawn"):
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_player.call("teleport_to_spawn", spawn_marker.global_transform)
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elif _player is RigidBody3D:
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var player_body := _player as RigidBody3D
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player_body.global_transform = spawn_marker.global_transform
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player_body.linear_velocity = Vector3.ZERO
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player_body.angular_velocity = Vector3.ZERO
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else:
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(_player as Node3D).global_transform = spawn_marker.global_transform
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