godot-demo-projects/3d/truck_town/car_select/car_select.gd

42 lines
933 B
GDScript

extends Control
var town: Node3D = null
func _process(_delta: float):
if Input.is_action_just_pressed(&"back"):
_on_back_pressed()
func _load_scene(car_path: String):
var car: Node3D = load(car_path).instantiate()
car.name = &"car"
town = load("res://town/town_scene.tscn").instantiate()
town.get_node(^"InstancePos").add_child(car)
town.get_node(^"Spedometer").car_body = car.get_child(0)
town.get_node(^"Back").pressed.connect(_on_back_pressed)
get_parent().add_child(town)
hide()
func _on_back_pressed():
if is_instance_valid(town):
# Currently in the town, go back to main menu.
town.queue_free()
show()
else:
# In main menu, exit the game.
get_tree().quit()
func _on_mini_van_pressed():
_load_scene("res://vehicles/car_base.tscn")
func _on_trailer_truck_pressed():
_load_scene("res://vehicles/trailer_truck.tscn")
func _on_tow_truck_pressed():
_load_scene("res://vehicles/tow_truck.tscn")