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- extends Node
- # Changing scenes is most easily done using the functions `change_scene`
- # and `change_scene_to` of the SceneTree. This script demonstrates how to
- # change scenes without those helpers.
- func goto_scene(path):
- # This function will usually be called from a signal callback,
- # or some other function from the running scene.
- # Deleting the current scene at this point might be
- # a bad idea, because it may be inside of a callback or function of it.
- # The worst case will be a crash or unexpected behavior.
- # The way around this is deferring the load to a later time, when
- # it is ensured that no code from the current scene is running:
- call_deferred("_deferred_goto_scene", path)
- func _deferred_goto_scene(path):
- # Immediately free the current scene, there is no risk here.
- get_tree().get_current_scene().free()
- # Load new scene
- var packed_scene = ResourceLoader.load(path)
- # Instance the new scene
- var instanced_scene = packed_scene.instance()
- # Add it to the scene tree, as direct child of root
- get_tree().get_root().add_child(instanced_scene)
- # Set it as the current scene, only after it has been added to the tree
- get_tree().set_current_scene(instanced_scene)
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