State persistance between scenes

This commit is contained in:
Marco 2025-03-24 16:56:35 +01:00
commit 35254935e4
13 changed files with 142 additions and 27 deletions

View file

@ -6,10 +6,11 @@ using Godot;
namespace Cirno.Scripts.Activables;
public partial class LevelTeleporter : Teleporter
public partial class LevelTeleporter : Teleporter
{
[Export]
public string LevelPath {get; private set;}
[Export] public string LevelPath { get; private set; }
[Export] public bool SaveInventory { get; private set; }
protected override async Task Teleport(IStateMachine<PlayerState, CharacterBody2D> player)
{
@ -20,13 +21,19 @@ public partial class LevelTeleporter : Teleporter
await TweenPlayer(player.MainObject);
_particles.Emitting = true;
//await player.Teleport();
player.SetState(PlayerState.UnTeleporting);
await Task.Delay((int)(0.6f * 1000));
await Task.Delay((int)(TeleportAnimationLength * 1000));
if (SaveInventory)
{
// Save inventory
GlobalState.Instance.SessionSettings.Items = InventoryManager.Instance.Save();
}
GlobalState.Instance.GotoScene(LevelPath);
}
}