Stop brings the player back to the scene they were in instead of the main menu, and a scene switch inside the played scenario ends the play-test in place. New GUI test suite ingame_play covers both.
32 lines
1.2 KiB
C#
32 lines
1.2 KiB
C#
using System.Linq;
|
|
using Cthangover.Core.Mods;
|
|
using Cthangover.Core.Utils;
|
|
using Godot;
|
|
|
|
namespace Cthangover.Tools.Tests.InGamePlay
|
|
{
|
|
/// <summary>
|
|
/// Entry point of the in-game play-test GUI test, activated only by the
|
|
/// exact user arg <c>--itest=ingame_play</c>. The driver is added deferred:
|
|
/// resources-ready fires before the game's shell exists.
|
|
/// </summary>
|
|
public class InGamePlayTestInitializer : IModInitializer
|
|
{
|
|
private static bool driverQueued;
|
|
|
|
/// <summary>Nothing to do per mod: the driver is queued on resources-ready.</summary>
|
|
public void OnModLoaded(string modId) { }
|
|
|
|
/// <summary>Queues the driver once when the activation flag is present.</summary>
|
|
public void OnModResourcesReady()
|
|
{
|
|
if (driverQueued || !OS.GetCmdlineUserArgs().Any(a => a == "--itest=ingame_play"))
|
|
return;
|
|
|
|
driverQueued = true;
|
|
GameLogger.Log("TEST", "InGamePlayTestInitializer: activating in-game play-test test");
|
|
(Godot.Engine.GetMainLoop() as SceneTree)?.Root?.CallDeferred("add_child", new InGamePlayTestDriverNode());
|
|
}
|
|
}
|
|
}
|