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

49 lines
1.2 KiB
GDScript

extends Control
var town: Node3D = null
func _ready() -> void:
# Automatically focus the first item for gamepad accessibility.
$HBoxContainer/MiniVan.grab_focus.call_deferred()
func _process(_delta: float) -> void:
if Input.is_action_just_pressed(&"back"):
_on_back_pressed()
func _load_scene(car_scene: PackedScene) -> void:
var car: Node3D = car_scene.instantiate()
car.name = "car"
town = preload("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() -> void:
if is_instance_valid(town):
# Currently in the town, go back to main menu.
town.queue_free()
show()
# Automatically focus the first item for gamepad accessibility.
$HBoxContainer/MiniVan.grab_focus.call_deferred()
else:
# In main menu, exit the game.
get_tree().quit()
func _on_mini_van_pressed() -> void:
_load_scene(preload("res://vehicles/car_base.tscn"))
func _on_trailer_truck_pressed() -> void:
_load_scene(preload("res://vehicles/trailer_truck.tscn"))
func _on_tow_truck_pressed() -> void:
_load_scene(preload("res://vehicles/tow_truck.tscn"))