extends Navigation2D export(bool) var editor_generate : bool = false setget set_editor_generate, get_editor_generate export(bool) var show_loading_screen : bool = true export(bool) var generate_on_ready : bool = false var initial_generation : bool = false var _editor_generate : bool var _player_file_name : String var _player : Entity func _ready(): pass # Replace with function body. func load_character(file_name: String) -> void: _player_file_name = file_name _player = Entities.load_player(file_name, Vector2(5, 5), 1) as Entity #TODO hack, do this properly # _player.set_physics_process(false) Server.sset_seed(_player.sseed) func save() -> void: if _player == null or _player_file_name == "": return Entities.save_player(_player, _player_file_name) func _generation_finished(): if show_loading_screen and not Engine.editor_hint: get_node("..").hide_loading_screen() # if _player: # _player.set_physics_process(true) func get_editor_generate() -> bool: return _editor_generate func set_editor_generate(value : bool) -> void: if value: #library.refresh_rects() #level_generator.setup(self, current_seed, false, library) #spawn() pass else: #spawned = false #clear() pass _editor_generate = value