dynamically load monitor and crt shader

This commit is contained in:
2022-08-14 15:15:36 -04:00
parent e7fb9dff03
commit 2a7b20ed54
6 changed files with 76 additions and 9 deletions

View File

@@ -19,6 +19,7 @@ void Player::_register_methods()
register_method("set_velocity", &Player::set_velocity);
register_method("get_velocity", &Player::get_velocity);
register_method("_on_player_touched", &Player::_on_player_touched);
register_method("_on_monitor_loaded", &Player::_on_monitor_loaded);
//register_property<Player, Ref<SpriteFrames>>("sprite_frames", &Player::set_sprite_frames, &Player::get_sprite_frames, Ref<SpriteFrames>(), GODOT_METHOD_RPC_MODE_DISABLED, GODOT_PROPERTY_USAGE_DEFAULT, GODOT_PROPERTY_HINT_RESOURCE_TYPE, String("SpriteFrames"));
register_property<Player, float>("speed", &Player::set_speed, &Player::get_speed, player::speed);
register_property<Player, float>("jump_force", &Player::set_jump_force, &Player::get_jump_force, player::jump_force);
@@ -77,7 +78,9 @@ void Player::_ready()
{
WARN_PRINT("Middleground not found!");
}
}
void Player::_on_monitor_loaded() {
auto object_node = get_tree()->get_root()->get_node("Main")->find_node("Monitor", true);
if (object_node != nullptr)
{