feat: rng is now initialzed on _enter_tree
parent
79c37a3ccc
commit
76fa8d3e3f
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@ -40,6 +40,7 @@ void GameRoot3D::_enter_tree() { GDGAMEONLY();
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// TODO: Replace this with detecting input devices
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// TODO: Replace this with detecting input devices
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this->player_input_connected();
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this->player_input_connected();
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this->grab_singleton();
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this->grab_singleton();
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this->rng = godot::Ref<godot::RandomNumberGenerator>(memnew(godot::RandomNumberGenerator));
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}
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}
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void GameRoot3D::_ready() { GDGAMEONLY();
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void GameRoot3D::_ready() { GDGAMEONLY();
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@ -159,7 +159,7 @@ private:
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*
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*
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* `*get_game_mode()`
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* `*get_game_mode()`
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*/
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*/
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GameMode *game_mode{};
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GameMode *game_mode{};
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/*! Active game state.
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/*! Active game state.
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*
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*
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* Will be assigned loaded save data, or game_state_prototype if no save data is found.
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* Will be assigned loaded save data, or game_state_prototype if no save data is found.
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@ -171,14 +171,14 @@ private:
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*
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*
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* `get_first_boot_level()` `set_first_boot_level(value)`
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* `get_first_boot_level()` `set_first_boot_level(value)`
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*/
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*/
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gd::Ref<gd::PackedScene> first_boot_level{};
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gd::Ref<gd::PackedScene> first_boot_level{};
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/*! The default game state data.
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/*! The default game state data.
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*
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*
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* Duplicated and assigned to game_state if no save data is available.
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* Duplicated and assigned to game_state if no save data is available.
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*
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*
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* `get_game_state_prototype()` `set_game_state_prototype(value)`
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* `get_game_state_prototype()` `set_game_state_prototype(value)`
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*/
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*/
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gd::Ref<GameState> game_state_prototype{};
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gd::Ref<GameState> game_state_prototype{};
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};
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};
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}
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}
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