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- class_name LevelPersistance
- extends Node
- static var active_nodes := [[], []]
- var active := false
- @onready var path := get_path_string()
- signal enabled
- signal enabled_2
- static func reset_states() -> void:
- active_nodes = [[], []]
- Checkpoint.old_state = [[], []]
- func _ready() -> void:
- return
- func set_as_active() -> void:
- if owner.has_meta("no_persist"): return
- active_nodes[0].append(path)
- func set_as_active_2() -> void:
- if owner.has_meta("no_persist"): return
- active_nodes[1].append(path)
- func get_path_string() -> String:
- return Global.current_level.scene_file_path + str(Vector2i(owner.global_position / 8))
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