Add DeployToSteamOS and Procedural Dungeon Generation addons
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@tool
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extends DungeonRoom3D
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# Called when the node enters the scene tree for the first time.
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func _ready():
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super._ready()
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dungeon_done_generating.connect(remove_unused_doors_and_walls)
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func remove_unused_doors_and_walls():
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if get_door_by_node($"CSGBox3D/DOOR?_B_CUT").get_room_leads_to() == null: $Models/B_DOOR.queue_free(); $Models/B_WALL.visible = true
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else: $Models/B_WALL.queue_free(); $Models/B_DOOR.visible = true
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if get_door_by_node($"CSGBox3D/DOOR?_RB_CUT").get_room_leads_to() == null: $Models/RB_DOOR.queue_free(); $Models/RB_WALL.visible = true
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else: $Models/RB_WALL.queue_free(); $Models/RB_DOOR.visible = true
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if get_door_by_node($"CSGBox3D/DOOR?_RF_CUT").get_room_leads_to() == null: $Models/RF_DOOR.queue_free(); $Models/RF_WALL.visible = true
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else: $Models/RF_WALL.queue_free(); $Models/RF_DOOR.visible = true
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if get_door_by_node($"CSGBox3D/DOOR?_LB_CUT").get_room_leads_to() == null: $Models/LB_DOOR.queue_free(); $Models/LB_WALL.visible = true
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else: $Models/LB_WALL.queue_free(); $Models/LB_DOOR.visible = true
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if get_door_by_node($"CSGBox3D/DOOR?_LF_CUT").get_room_leads_to() == null: $Models/LF_DOOR.queue_free(); $Models/LF_WALL.visible = true
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else: $Models/LF_WALL.queue_free(); $Models/LF_DOOR.visible = true
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for door in get_doors():
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if door.get_room_leads_to() == null:
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door.door_node.queue_free()
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