Maps are editor-built scenes: [Tool] Playground/Crag, headless rebuild for agents
scenes/maps/playground.tscn and crag.tscn are generated by the map scripts' Rebuild (inspector button, or godot-mono --headless --path . tools/rebuild_maps.tscn) and loaded as saved by the game, so hand edits stick. The crag route is saved as Marker3D nodes and crag_spike checks the saved scene. Layout verified identical to the code-built one (tools/map_dump.tscn). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
1 parent
3e300c7f04
commit
df7a2c5a89
17 files changed
+6863
-65
No files matched your search
@@ -1128,7 +1128,8 @@ public partial class RagdollSpike : Node3D
|
||||
private void SetupPlayground()
|
||||
{
|
||||
Rest();
|
||||
_playground = new Playground { Position = new Vector3(0f, 0f, 40f) }; // far from the player
|
||||
_playground = GD.Load<PackedScene>("res://scenes/maps/playground.tscn").Instantiate<Playground>(); // the saved scene
|
||||
_playground.Position = new Vector3(0f, 0f, 40f); // far from the player
|
||||
_stage.AddChild(_playground);
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user