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📖 docs: v3.4.0
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CHANGELOG.rst

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UNRELEASED
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----------
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* 🎉 feat: Node can be added to `change_scene` and `no_effect_change_scene` functions
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3.4.0 (2023-01-13)
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------------------
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* feat: Node can be added to `change_scene` and `no_effect_change_scene` functions
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* feat: `no_effect_change_scene` function added
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* feat: sublist in lists is now possible
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* feat: sublist in lists of scene manager UI is now possible
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3.3.0 (2023-01-06)
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------------------

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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* [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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<img src="./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.
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4. `safe_validate_pattern`(**key**: String) -> bool:
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* Safely validates the pattern key and does not break the game.
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5. `change_scene`(**scene**: String or PackedScene, **fade_out_options**: Options, **fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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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.
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6. `create_options`(**fade_speed**: float = 1, **fade_pattern**: String = "fade", **smoothness**: float = 0.1, **inverted**: bool = false) -> Options:
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6. `no_effect_change_scene`(**scene**: String or PackedScene or Node, **hold_timeout**: float = 0.0, **add_to_back**: bool = true) -> void:
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* Changes scene if scene is valid without effects, otherwise nothing happens.
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* **hold_timeout** is the timeout before changing to the scene.
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* **add_to_back** determines if we can go back to this scene or not.
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* **Note**: This method is for advanced users to actually apply their own effects and just change scenes with scene manager.
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7. `create_options`(**fade_speed**: float = 1, **fade_pattern**: String = "fade", **smoothness**: float = 0.1, **inverted**: bool = false) -> Options:
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* 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)
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* **inverted** = inverts the pattern.
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7. `create_general_options`(**color**: Color = Color(0, 0, 0), **timeout**: float = 0, **clickable**: bool = true, **add_to_back**: bool = true) -> GeneralOptions:
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8. `create_general_options`(**color**: Color = Color(0, 0, 0), **timeout**: float = 0, **clickable**: bool = true, **add_to_back**: bool = true) -> GeneralOptions:
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* **color** = color for the whole transition.
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* **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.
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8. `show_first_scene`(**fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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9. `show_first_scene`(**fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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* 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.
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10. `create_scene_instance`(**key**: String) -> Node:
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10. `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.
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11. `create_scene_instance`(**key**: String) -> Node:
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* Returns scene instance of passed scene key (blocking)
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11. `set_back_limit`(**input**: int) -> void:
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12. `set_back_limit`(**input**: int) -> void:
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* Limits 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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* Allowed `input` values:
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1. input = -1 => unlimited (default)
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2. input = 0 => we can not go back to any previous scenes
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3. input > 0 => we can go back to `input` or less previous scenes
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12. `get_scene`(**key**: String) -> PackedScene:
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13. `get_scene`(**key**: String) -> PackedScene:
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* Returns PackedScene of passed scene key (blocking)
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13. `load_scene_interactive`(**key**: String) -> void:
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14. `load_scene_interactive`(**key**: String) -> void:
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* Loads scene interactive.
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* **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)
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15. `change_scene_to_loaded_scene`(**fade_out_options**: Options, **fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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16. `change_scene_to_loaded_scene`(**fade_out_options**: Options, **fade_in_options**: Options, **general_options**: GeneralOptions) -> void:
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* Changes scene to interactively loaded scene.
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* Checkout function number 5 (`change_scene`) to understand what **fade_out_options**, **fade_in_options** and **general_options** are.
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16. `get_previous_scene`() -> String:
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17. `get_previous_scene`() -> String:
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* Returns previous scene. (the scene before current scene)
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17. `get_previous_scene_at`(**index**: int) -> String:
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18. `get_previous_scene_at`(**index**: int) -> String:
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* 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.

addons/scene_manager/plugin.cfg

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name="scene_manager"
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description="A powerful scene transition manager for godot."
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author="Maktoobgar"
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version="3.3.0"
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version="3.4.0"
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script="plugin.gd"

images/ignore.png

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images/menu.png

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images/tool.png

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images/tool_double_key.png

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images/tool_hidden.png

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