Main Menu 0.1
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extends Node
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var current_scene = null
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func _ready():
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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func goto_scene(path):
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# This function will usually be called from a signal callback,
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# or some other function in the current scene.
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# Deleting the current scene at this point is
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# a bad idea, because it may still be executing code.
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# This will result in a crash or unexpected behavior.
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# The solution is to defer the load to a later time, when
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# we can be sure that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path)
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func _deferred_goto_scene(path):
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# It is now safe to remove the current scene
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current_scene.free()
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# Load the new scene.
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var s = ResourceLoader.load(path)
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# Instance the new scene.
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current_scene = s.instance()
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# Add it to the active scene, as child of root.
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get_tree().get_root().add_child(current_scene)
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# Optionally, to make it compatible with the SceneTree.change_scene() API.
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get_tree().set_current_scene(current_scene)
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