From a05b40a4078246efb632dcc9098eaebe8eff8b08 Mon Sep 17 00:00:00 2001 From: Justin Spahr-Summers Date: Fri, 23 Aug 2024 22:00:17 +0100 Subject: [PATCH] Fix `MissionController` saving and loading --- actors/player.gd | 1 + mechanics/missions/mission_controller.gd | 3 +++ 2 files changed, 4 insertions(+) diff --git a/actors/player.gd b/actors/player.gd index 7024f296..becd87c5 100644 --- a/actors/player.gd +++ b/actors/player.gd @@ -76,6 +76,7 @@ func _ready() -> void: if not self.save_node_path_override: self.save_node_path_override = self.get_path() self.ship.save_node_path_override = self.ship.get_path() + self.mission_controller.save_node_path_override = self.mission_controller.get_path() self._rigid_body_turner = RigidBodyTurner.new() self._rigid_body_turner.spin_thruster = self.ship.rigid_body_direction.spin_thruster diff --git a/mechanics/missions/mission_controller.gd b/mechanics/missions/mission_controller.gd index 43913942..3086ec18 100644 --- a/mechanics/missions/mission_controller.gd +++ b/mechanics/missions/mission_controller.gd @@ -43,6 +43,9 @@ signal mission_failed(mission: Mission) ## Fires when the player forfeits a mission. signal mission_forfeited(mission: Mission) +## Used to save and restore the mission controller correctly across launches. +var save_node_path_override: NodePath + ## Currently accepted missions. var _missions: Array[Mission] = []