class_name Shell extends Node @onready var game_server: GameServer = $game_server @onready var game_client: GameClient = $game_client func _ready() -> void: _load_resources() _load_scene() #_parse_args() func _load_resources(): _load_asset_pck() _load_game_pck() _load_lobby_pck() _load_store_pck() func _load_asset_pck(): _load_resource_pck("assets.pck") func _load_game_pck(): _load_resource_pck("game.pck") $data_bridge.free() var data_bridge = Globals.cache_invalidate_load_resource( "res://scripts/data/data_bridge.tscn" ).instantiate() add_child(data_bridge) move_child(data_bridge, 0) func _load_lobby_pck(): _load_resource_pck("lobby-client.pck") func _load_store_pck(): _load_resource_pck("store.pck") func _load_resource_pck(target: String): #var TARGET_PCK := OS.get_executable_path().get_base_dir() + "/modules/" + target var TARGET_PCK = "/home/abaddon/Coding/Projects/Active/Godot_Projects/builds/desktop/shell-test/modules/" + target push_warning("PCK Path: ", TARGET_PCK) if not FileAccess.file_exists(TARGET_PCK): push_warning(target + " PCK is missing.") return var target_pck_loaded := ProjectSettings.load_resource_pack(TARGET_PCK, true) if not target_pck_loaded: push_error("Failed to load " + target + " PCK.") return func _load_scene(): add_child(Globals.multiplayer_data.multiplayer_synchronizer) move_child(Globals.multiplayer_data.multiplayer_synchronizer, 0) Globals.game_state.set_game_scene( "res://scenes/screens/start_screen/start.tscn" )