// Called when the node enters the scene tree for the first time. public override void _Ready() { UnitDeathEvent.RegisterListener(UnitDeath); WinEvent.RegisterListener(WinTriggered); LoseEvent.RegisterListener(LoseTriggered); //Grab all the references for the scenes menuPanel = GetNode <Node2D>("Menu"); winPanel = GetNode <Node2D>("Win"); losePanel = GetNode <Node2D>("Lose"); creditsPanel = GetNode <Node2D>("Credits"); uiPanel = GetNode <Node2D>("UI"); background = GetNode <Sprite>("Background"); //Grab a refference to all the buttons that we have startBtn = GetNode <Button>("Start"); exitBtn = GetNode <Button>("Exit"); menuBtn = GetNode <Button>("Menubtn"); smallExitBtn = GetNode <Button>("SmallExit"); creditsBtn = GetNode <Button>("Creditsbtn"); //The buttons for the menu startBtn.Connect("pressed", this, nameof(ShowUI)); exitBtn.Connect("pressed", this, nameof(ExitGame)); menuBtn.Connect("pressed", this, nameof(ShowMenu)); smallExitBtn.Connect("pressed", this, nameof(ExitGame)); creditsBtn.Connect("pressed", this, nameof(ShowCredits)); //Hide all the scenes at start up HideAll(); ShowMenu(); }
// Called when the node enters the scene tree for the first time. public override void _Ready() { //Grabs the map scene from the Scene tree on the games start up mapScene = ResourceLoader.Load("res://Scenes/Map.tscn") as PackedScene; playerScene = ResourceLoader.Load("res://Scenes/Player.tscn") as PackedScene; crystalScene = ResourceLoader.Load("res://Scenes/Crystal.tscn") as PackedScene; enemySpawnerScene = ResourceLoader.Load("res://Scenes/EnemySpawner.tscn") as PackedScene; UIScene = ResourceLoader.Load("res://Scenes/UI.tscn") as PackedScene; missilePickupScene = ResourceLoader.Load("res://Scenes/MissilePickup.tscn") as PackedScene; MainEvent.RegisterListener(UIEventFired); UnitDeathEvent.RegisterListener(EndGame); WinEvent.RegisterListener(WinTriggered); LoseEvent.RegisterListener(LostTriggered); ui = UIScene.Instance(); ui.Name = "UI"; AddChild(ui); }