Refactor to fit game-shell structure; externalized lobby client code
This commit is contained in:
@@ -18,13 +18,19 @@ func _init() -> void:
|
||||
|
||||
func load_game_scene(scene_str: String) -> void:
|
||||
var scene = load(scene_str).instantiate()
|
||||
var target = get_tree().root.get_node("billiards/scene")
|
||||
var target = get_tree().root.get_node_or_null("shell/scene")
|
||||
|
||||
if not target:
|
||||
target = get_tree().root.get_node("game_core/scene")
|
||||
|
||||
target.add_child(scene)
|
||||
|
||||
func set_game_scene(scene_str: String) -> void:
|
||||
var scene = load(scene_str).instantiate()
|
||||
var target = get_tree().root.get_node("billiards/scene")
|
||||
var scene = load(scene_str).instantiate()
|
||||
var target = get_tree().root.get_node_or_null("shell/scene")
|
||||
|
||||
if not target:
|
||||
target = get_tree().root.get_node("game_core/scene")
|
||||
|
||||
if "game" in scene_str:
|
||||
scene.name = "game"
|
||||
|
||||
Reference in New Issue
Block a user