123456789101112131415161718192021222324252627282930313233 |
- extends Node
- # Changing scenes is most easily done using the `change_scene_to_file()` and
- # `change_scene_to_packed()` methods of SceneTree. This script demonstrates
- # how to change scenes without those helpers.
- func goto_scene(path: String) -> void:
- # This function will usually be called from a signal callback,
- # or some other function from the running scene.
- # Deleting the current scene at this point might be
- # a bad idea, because it may be inside of a callback or function of it.
- # The worst case will be a crash or unexpected behavior.
- # The way around this is deferring the load to a later time, when
- # it is ensured that no code from the current scene is running:
- _deferred_goto_scene.call_deferred(path)
- func _deferred_goto_scene(path: String) -> void:
- # Immediately free the current scene. There is no risk here because the
- # call to this method is already deferred.
- get_tree().current_scene.free()
- var packed_scene: PackedScene = ResourceLoader.load(path)
- var instanced_scene := packed_scene.instantiate()
- # Add it to the scene tree, as direct child of root
- get_tree().root.add_child(instanced_scene)
- # Set it as the current scene, only after it has been added to the tree
- get_tree().current_scene = instanced_scene
|