ESC compiler rewrite

Splits the former ESC_Runner and ESC_Level_Runner into multiple dedicated managers. 
Authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-06-04 16:12:42 +02:00
committed by GitHub
parent f069ab2ffd
commit 746a724f5a
115 changed files with 4740 additions and 2584 deletions

View File

@@ -11,8 +11,10 @@ export var global_id = "bg_music"
func game_cleared():
set_state("off", true)
self.disconnect("tree_exited", escoria.esc_runner, "object_exit_scene")
escoria.register_object(self)
escoria.object_manager.register_object(
ESCObject.new(global_id, self),
true
)
func set_state(p_state, p_force = false):
@@ -38,5 +40,8 @@ func set_state(p_state, p_force = false):
stream.play()
func _ready():
escoria.register_object(self)
escoria.object_manager.register_object(
ESCObject.new(global_id, self),
true
)

View File

@@ -11,7 +11,10 @@ export var global_id = "bg_sound"
func game_cleared():
stream.stream = null
escoria.register_object(self)
escoria.object_manager.register_object(
ESCObject.new(global_id, self),
true
)
func set_state(p_state, p_force = false):
@@ -38,4 +41,7 @@ func set_state(p_state, p_force = false):
func _ready():
escoria.register_object(self)
escoria.object_manager.register_object(
ESCObject.new(global_id, self),
true
)