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Copy file name to clipboardExpand all lines: README.md
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@@ -12,10 +12,9 @@ Scene Manager v3.X.X is compatible with Godot 4.
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**Recently Added**:
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*[X] Loading scenes interactive is possible. (Loading scene code example added)
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*[X] Ability to limit how much deep scene manager is allowed to record previous scenes which affects in changing scene to `back`(previous scene) functionality
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*[X] Ability to hide scenes in a list (Just Godot4)
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*[X] Ignoring a specific scene in ignores list section is possible (Just Godot4)
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*[X] sublist in lists of scene manager UI is now possible (Just Godot4)
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*[X]`no_effect_change_scene` function added (Just Godot4)
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*[X] Node can be added to `change_scene` and `no_effect_change_scene` functions (Just Godot4)
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**All**:
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@@ -36,6 +35,10 @@ Scene Manager v3.X.X is compatible with Godot 4.
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*[X] You can create instance of a scene just by calling the scene with a key
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*[X] Transition is so much customizable
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*[X]`SceneManager` tool will ignore scenes inside folders with `.gdignore` file beside them
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*[X] Loading scenes interactive is possible. (Loading scene code example added)
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*[X] Ability to limit how much deep scene manager is allowed to record previous scenes which affects in changing scene to `back`(previous scene) functionality
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*[X] Ability to hide scenes in a list (Just Godot4)
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*[X] Ignoring a specific scene in ignores list section is possible (Just Godot4)
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## How To Use?
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<imgsrc="./images/tool_hidden.png"/>
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</p>
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## SubList (Just Godot4)
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As it is visible on previous pictures, it is possible to add sublists in lists and categorize different scenes in different sublists.
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All you have to do is drag scenes by their buttons on the left and drop them on other sublists.
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## Demo
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Just a simple demo to show some abilities of this addon:
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* Safely validates the scene key and does not break the game.
5.`change_scene`(**scene**: String or PackedScene or Node, **fade_out_options**: Options, **fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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* Changes scene if scene is valid, otherwise nothing happens.
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***fade_out_options** and **fade_in_options** are some configurations you can put in the function to customize your fade_in to the scene or fade_out of the current scene and you can create `Options` objects by calling `create_options` function.
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***general_options** are common configurations that effect transition in both fade_in and fade_out transitions and you can create `GeneralOptions` by calling `create_general_options` functions.
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***Note**: `refresh`, `reload` or `restart` as value of scene variable, causes refreshing the current scene.
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***Note**: `exit` or `quit` as value of scene variable, causes exiting out of the game.
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***Note**: Any String value as **scene** variable which starts with an `_` will be ignored.
* Creates `Options` object for `change_scene` function.
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***fade_speed** = speed of fading out of the scene or fading into the scene in seconds.
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***fade_pattern** = name of a shader pattern which is in `addons/scene_manager/shader_patterns` folder for fading out or fading into the scene. (if you use `fade` or an empty string, it causes a simple fade screen transition)
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***smoothness** = defines roughness of pattern's edges. (this value is between 0-1 and more near to 1, softer edges and more near to 0, harder edges)
***timeout** = between this scene and next scene, there would be a gap which can take much longer that usual(default is 0) by your choice by changing this option.
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***clickable** = makes the scene behind the transition visuals clickable or not.
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***add_to_back** = if true, you can go back to current scene after changing scene to next scene by going to "back" scene which means previous scene.
* Call this method inside `_ready` function of a node with a script which that node is inside the first scene that game jumps into it and this causes to have a smooth transition into the first game scene.
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* This function works just once at the beginning of the first game scene. After that, if you call this function again, nothing happens.
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***fade_in_options** = creates it by calling `create_options` function.
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***general_options** = creates it by calling `create_general_options` function.
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9.`reset_scene_manager`() -> void:
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* Sets current active scene as a starting point so that we can't go back to previous scenes with changing scene to `back` scene.
***Note**: Connect to `load_percent_changed(value: int)` and `load_finished` signals to listen to updates on your scene loading status.
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14.`get_loaded_scene`() -> PackedScene:
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15.`get_loaded_scene`() -> PackedScene:
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* Returns loaded scene.
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***Note**: If scene is not loaded, blocks and waits until scene is ready. (acts blocking in code and may freeze your game, make sure scene is ready to get)
* Returns a specific previous scene at an exact index position
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18.`pop_previous_scene`() -> String:
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19.`pop_previous_scene`() -> String:
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* Returns previous scene and removes it from list of previous scenes.
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19.`previous_scenes_length`() -> int:
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20.`previous_scenes_length`() -> int:
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* Returns how many scenes there are in list of previous scenes.
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20.`set_recorded_scene`(**key**: String) -> void:
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21.`set_recorded_scene`(**key**: String) -> void:
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* Records a scene key to be used for loading scenes to know where to go after getting loaded into loading scene or just for next scene to know where to go next.
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21.`get_recorded_scene`() -> String:
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22.`get_recorded_scene`() -> String:
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* Returns recorded scene by `set_recorded_scene` function.
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