Special Castle in Level Editor

This PR changes the End Final Castle to use the Special visuals when the level is in the SMBS campaign.

This is primarily for the Level Editor / Custom Levels and isn't really necessary for the main campaigns. Hence the added check to see if the Level Editor is used.
This commit is contained in:
KirbyKidJ
2025-09-21 11:26:18 -07:00
parent c26bf96dd9
commit 42cfcaf872
3 changed files with 13 additions and 5 deletions

View File

@@ -1,7 +1,6 @@
[gd_scene load_steps=6 format=3 uid="uid://b5o0j3kfv2xys"]
[gd_scene load_steps=5 format=3 uid="uid://b5o0j3kfv2xys"]
[ext_resource type="PackedScene" uid="uid://bney0cc8cfm5s" path="res://Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn" id="1_fa5ur"]
[ext_resource type="PackedScene" uid="uid://bem5ht17ukgcs" path="res://Scenes/Parts/LargeSPCastleVisual.tscn" id="2_jlw6s"]
[ext_resource type="Texture2D" uid="uid://gnqt7rl36kxy" path="res://Assets/Sprites/Tilesets/CastleFlag.png" id="2_jp1ee"]
[sub_resource type="AtlasTexture" id="AtlasTexture_uq0jd"]
@@ -29,8 +28,8 @@ do_offset = false
[node name="SmallCastleVisual" parent="." index="3"]
visible = false
[node name="SmallCastleVisual2" parent="." index="6" instance=ExtResource("2_jlw6s")]
position = Vector2(32, -40)
[node name="SmallCastleVisual2" parent="." index="4"]
visible = true
[node name="Overlay" parent="." index="7"]
visible = true