Class SC4X
This is your main scene! This is the default main scene for SC4X as it handles a ton of rerouting and initialization processes.
[ScriptPath("res://Core/SC4X.cs")]
public class SC4X : Node, IDisposable
- Inheritance
-
GodotObjectNodeSC4X
- Implements
- Inherited Members
-
Node.NotificationEnterTreeNode.NotificationExitTreeNode.NotificationMovedInParentNode.NotificationReadyNode.NotificationPausedNode.NotificationUnpausedNode.NotificationPhysicsProcessNode.NotificationProcessNode.NotificationParentedNode.NotificationUnparentedNode.NotificationSceneInstantiatedNode.NotificationDragBeginNode.NotificationDragEndNode.NotificationPathRenamedNode.NotificationChildOrderChangedNode.NotificationInternalProcessNode.NotificationInternalPhysicsProcessNode.NotificationPostEnterTreeNode.NotificationDisabledNode.NotificationEnabledNode.NotificationNodeRecacheRequestedNode.NotificationEditorPreSaveNode.NotificationEditorPostSaveNode.NotificationWMMouseEnterNode.NotificationWMMouseExitNode.NotificationWMWindowFocusInNode.NotificationWMWindowFocusOutNode.NotificationWMCloseRequestNode.NotificationWMGoBackRequestNode.NotificationWMSizeChangedNode.NotificationWMDpiChangeNode.NotificationVpMouseEnterNode.NotificationVpMouseExitNode.NotificationOsMemoryWarningNode.NotificationTranslationChangedNode.NotificationWMAboutNode.NotificationCrashNode.NotificationOsImeUpdateNode.NotificationApplicationResumedNode.NotificationApplicationPausedNode.NotificationApplicationFocusInNode.NotificationApplicationFocusOutNode.NotificationTextServerChangedNode.GetNode<T>(NodePath)Node.GetNodeOrNull<T>(NodePath)Node.GetOwner<T>()Node.GetOwnerOrNull<T>()Node.GetParent<T>()Node.GetParentOrNull<T>()Node._EnterTree()Node._ExitTree()Node._GetConfigurationWarnings()Node._Input(InputEvent)Node._ShortcutInput(InputEvent)Node._UnhandledInput(InputEvent)Node._UnhandledKeyInput(InputEvent)Node.PrintOrphanNodes()Node.RemoveChild(Node)Node.HasNode(NodePath)Node.GetNode(NodePath)Node.GetNodeOrNull(NodePath)Node.GetParent()Node.HasNodeAndResource(NodePath)Node.GetNodeAndResource(NodePath)Node.IsInsideTree()Node.IsAncestorOf(Node)Node.IsGreaterThan(Node)Node.GetPath()Node.RemoveFromGroup(StringName)Node.IsInGroup(StringName)Node.GetGroups()Node.PrintTree()Node.PrintTreePretty()Node.GetPhysicsProcessDeltaTime()Node.IsPhysicsProcessing()Node.GetProcessDeltaTime()Node.IsProcessing()Node.IsProcessingInput()Node.IsProcessingShortcutInput()Node.IsProcessingUnhandledInput()Node.IsProcessingUnhandledKeyInput()Node.CanProcess()Node.IsDisplayedFolded()Node.IsProcessingInternal()Node.IsPhysicsProcessingInternal()Node.GetWindow()Node.GetLastExclusiveWindow()Node.GetTree()Node.CreateTween()Node.GetSceneInstanceLoadPlaceholder()Node.IsEditableInstance(Node)Node.GetViewport()Node.QueueFree()Node.RequestReady()Node.IsNodeReady()Node.GetMultiplayerAuthority()Node.IsMultiplayerAuthority()Node.RpcConfig(StringName, Variant)Node.Rpc(StringName, params Variant[])Node.UpdateConfigurationWarnings()Node.CallDeferredThreadGroup(StringName, params Variant[])Node.SetDeferredThreadGroup(StringName, Variant)Node.CallThreadSafe(StringName, params Variant[])Node.SetThreadSafe(StringName, Variant)Node._ImportPathNode.NameNode.UniqueNameInOwnerNode.SceneFilePathNode.OwnerNode.MultiplayerNode.ProcessModeNode.ProcessPriorityNode.ProcessPhysicsPriorityNode.ProcessThreadGroupNode.ProcessThreadGroupOrderNode.ProcessThreadMessagesNode.EditorDescriptionNode.ReadyNode.RenamedNode.TreeEnteredNode.TreeExitingNode.TreeExitedNode.ChildEnteredTreeNode.ChildExitingTreeNode.ChildOrderChangedNode.ReplacingByGodotObject.NotificationPostinitializeGodotObject.NotificationPredeleteGodotObject.NativeInstanceGodotObject.ScriptChangedGodotObject.PropertyListChanged
- Extension Methods
Fields
CONFIG_FILE_PATH
The expected path of the configuration file
private const string CONFIG_FILE_PATH = "res://squiggles_config.tres"
Field Value
DEFAULT_LAUNCH_SEQUENCE
The path for the default launch sequence. (which is loaded as soon as possible)
private const string DEFAULT_LAUNCH_SEQUENCE = "res://Core/Scenes/UI/LaunchSequence/launch_sequence.tscn"
Field Value
_config
private SquigglesCoreConfigFile _config
Field Value
_instance
private static SC4X _instance
Field Value
_warningLabel
A reference to the warning label that will show any malformed configuration settings
[Export(PropertyHint.None, "")]
private Label _warningLabel
Field Value
- Label
Properties
Config
A publicly available access to the current instance's configuration file.
public static SquigglesCoreConfigFile Config { get; }
Property Value
Methods
LoadNextScene(SquigglesCoreConfigFile)
private static void LoadNextScene(SquigglesCoreConfigFile config)
Parameters
config
SquigglesCoreConfigFile
ProcessConfig(SquigglesCoreConfigFile)
private static void ProcessConfig(SquigglesCoreConfigFile config)
Parameters
config
SquigglesCoreConfigFile
TryLoadConfigs()
private static SquigglesCoreConfigFile TryLoadConfigs()
Returns
_Ready()
Called when the node is "ready", i.e. when both the node and its children have entered the scene tree. If the node has children, their Godot.Node._Ready() callbacks get triggered first, and the parent node will receive the ready notification afterwards.
Corresponds to the Godot.Node.NotificationReady notification in _Notification(int). See also the @onready
annotation for variables.
Usually used for initialization. For even earlier initialization, Godot.GodotObject.GodotObject() may be used. See also Godot.Node._EnterTree().
Note:
Godot.Node._Ready() may be called only once for each node. After removing a node from the scene tree and adding it again, _ready
will not be called a second time. This can be bypassed by requesting another call with Godot.Node.RequestReady(), which may be called anywhere before adding the node again.
public override void _Ready()