fix: errors when loading levels due to gamemodes

main
Sara 2024-10-07 01:21:17 +02:00
parent e2d56ed6d4
commit cb6fd87e72
1 changed files with 4 additions and 3 deletions

View File

@ -120,7 +120,7 @@ Level3D *GameRoot3D::load_level_at(gd::Ref<gd::PackedScene> level, gd::Transform
// store and add to tree at desired transform
// if this is the first level containing a game mode currently active use it's gamemode as a prototype
gd::Ref<gd::PackedScene> game_mode_prototype{instance->get_game_mode_prototype()};
bool const switch_game_mode{!this->game_mode || (this->game_mode == nullptr) != game_mode_prototype.is_null() || this->game_mode->get_scene_file_path() != game_mode_prototype->get_path()};
bool const switch_game_mode{!this->game_mode || !game_mode_prototype.is_valid() || this->game_mode->get_scene_file_path() != game_mode_prototype->get_path()};
if(switch_game_mode) {
this->set_game_mode(instance->get_game_mode_prototype());
}
@ -140,7 +140,6 @@ void GameRoot3D::unload_all_levels() {
for(gd::KeyValue<gd::StringName, Level3D*> &kvp : levels)
kvp.value->call_deferred("queue_free");
this->levels.clear();
this->spawn_points.clear();
this->reset_game_mode();
}
@ -182,8 +181,10 @@ void GameRoot3D::set_game_mode(gd::Ref<gd::PackedScene> prototype) {
this->remove_all_players();
if(this->game_mode != nullptr)
this->game_mode->queue_free();
if(prototype.is_null() || !prototype.is_valid())
if(prototype.is_null() || !prototype.is_valid()) {
this->game_mode = nullptr;
return; // allow "unsetting" the gamemode by passing an invalid gamemode
}
// Detect passing of valid scene that is an invalid game mode
if(!gd::ClassDB::is_parent_class(prototype->get_state()->get_node_type(0), "GameMode")) {
gd::UtilityFunctions::push_error("Attempted to load non-gamemode scene as gamemode");