- Fix SaveManager reset_game to use DirAccess.remove correctly - Add null check for FileAccess.open in save_game - Fix AudioManager crossfade tween callback chain - Replace fragile absolute HUD path with relative onready - Guard character position save against empty id - Add GameState.has_character_position helper - Emit room_changed signal after tween completes - Add target_floor validation in ElevatorButton - Persist audio settings via GameState - Add class_name to RoomNavigator, AudioManager, HUD Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
18 lines
599 B
GDScript
18 lines
599 B
GDScript
## Main — scene root: wires up RoomNavigator and restores saved character positions.
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extends Node2D
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func _ready() -> void:
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RoomNavigator.initialize($Camera2D)
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SaveManager.load_game()
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AudioManager.set_music_volume(GameState.music_volume)
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AudioManager.set_sfx_volume(GameState.sfx_volume)
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_apply_saved_state()
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func _apply_saved_state() -> void:
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for character in $Characters.get_children():
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if character is Character and character.data != null:
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if GameState.has_character_position(character.data.id):
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character.global_position = GameState.get_character_position(character.data.id)
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