LevelPersistance.gd 628 B

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  1. class_name LevelPersistance
  2. extends Node
  3. static var active_nodes := [[], []]
  4. var active := false
  5. @onready var path := get_path_string()
  6. signal enabled
  7. signal enabled_2
  8. static func reset_states() -> void:
  9. active_nodes = [[], []]
  10. Checkpoint.old_state = [[], []]
  11. func _ready() -> void:
  12. return
  13. func set_as_active() -> void:
  14. if owner.has_meta("no_persist"): return
  15. active_nodes[0].append(path)
  16. func set_as_active_2() -> void:
  17. if owner.has_meta("no_persist"): return
  18. active_nodes[1].append(path)
  19. func get_path_string() -> String:
  20. return Global.current_level.scene_file_path + str(Vector2i(owner.global_position / 8))