Your current LSS Browsing data will be saved upon playing a custom level, and will return you to where you originally were, before play

This commit is contained in:
JHDev2006
2025-09-20 22:13:43 +01:00
parent 4cc6e938fc
commit 567e751065
9 changed files with 84 additions and 29 deletions

View File

@@ -240,7 +240,6 @@ func cleanup() -> void:
playing_level = !playing_level
play_pipe_transition = false
play_door_transition = false
Door.unlocked_doors = []
LevelPersistance.reset_states()
KeyItem.total_collected = 0
Global.get_node("GameHUD").visible = playing_level
@@ -656,8 +655,9 @@ func transition_to_sublevel(sub_lvl_idx := 0) -> void:
level_file = $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
LevelPersistance.reset_states()
sub_level_id = sub_lvl_idx
$LevelLoader.load_level(sub_lvl_idx)
Global.do_fake_transition(0.1)
await $LevelLoader.load_level(sub_lvl_idx)
if Settings.file.visuals.transition_animation == 0:
Global.do_fake_transition(0.1)
await get_tree().physics_frame
if (play_pipe_transition or play_door_transition) and play_transition:
parse_tiles()