Table of Contents

Class SC4X

Namespace
Squiggles.Core.Scenes
Assembly
SquigglesCommon4X.dll

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
GodotObject
Node
SC4X
Implements
Inherited Members
Node.NotificationEnterTree
Node.NotificationExitTree
Node.NotificationMovedInParent
Node.NotificationReady
Node.NotificationPaused
Node.NotificationUnpaused
Node.NotificationPhysicsProcess
Node.NotificationProcess
Node.NotificationParented
Node.NotificationUnparented
Node.NotificationSceneInstantiated
Node.NotificationDragBegin
Node.NotificationDragEnd
Node.NotificationPathRenamed
Node.NotificationChildOrderChanged
Node.NotificationInternalProcess
Node.NotificationInternalPhysicsProcess
Node.NotificationPostEnterTree
Node.NotificationDisabled
Node.NotificationEnabled
Node.NotificationNodeRecacheRequested
Node.NotificationEditorPreSave
Node.NotificationEditorPostSave
Node.NotificationWMMouseEnter
Node.NotificationWMMouseExit
Node.NotificationWMWindowFocusIn
Node.NotificationWMWindowFocusOut
Node.NotificationWMCloseRequest
Node.NotificationWMGoBackRequest
Node.NotificationWMSizeChanged
Node.NotificationWMDpiChange
Node.NotificationVpMouseEnter
Node.NotificationVpMouseExit
Node.NotificationOsMemoryWarning
Node.NotificationTranslationChanged
Node.NotificationWMAbout
Node.NotificationCrash
Node.NotificationOsImeUpdate
Node.NotificationApplicationResumed
Node.NotificationApplicationPaused
Node.NotificationApplicationFocusIn
Node.NotificationApplicationFocusOut
Node.NotificationTextServerChanged
Node.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._ImportPath
Node.Name
Node.UniqueNameInOwner
Node.SceneFilePath
Node.Owner
Node.Multiplayer
Node.ProcessMode
Node.ProcessPriority
Node.ProcessPhysicsPriority
Node.ProcessThreadGroup
Node.ProcessThreadGroupOrder
Node.ProcessThreadMessages
Node.EditorDescription
Node.Ready
Node.Renamed
Node.TreeEntered
Node.TreeExiting
Node.TreeExited
Node.ChildEnteredTree
Node.ChildExitingTree
Node.ChildOrderChanged
Node.ReplacingBy
GodotObject.NotificationPostinitialize
GodotObject.NotificationPredelete
GodotObject.NativeInstance
GodotObject.ScriptChanged
GodotObject.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

string

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

string

_config

private SquigglesCoreConfigFile _config

Field Value

SquigglesCoreConfigFile

_instance

private static SC4X _instance

Field Value

SC4X

_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

SquigglesCoreConfigFile

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

SquigglesCoreConfigFile

_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()