this post was submitted on 30 Jul 2024
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But is my solution actually a good one?
Defining a unique class name gets you the same thing as giving each script a unique filename and then differentiating between the get_script().get_path() but i can see how its not as clean for comparison.
Another solution would be to just give all your custom classes a var called "class_id" or something and then you can read that out if you need it.
Oh I meant the general solution for getting level / scene meta data 😅
Im assuming you have a predefined level scene, which you instantiate and add as a child to your main scene. If i were to save a bunch of metadata about that level scene, i would add a dictionary named "level_data" to the script of the root node of that levels scene.
After you instantiate that level from your main scene with:
You can then get or modify the metadata from that instance reference.
When you are done you can then add it as a child to the main scene with add_child(level1).
You can also do that right away and access the data later ofcourse, but if the values are needed in the _ready function of the level, then you need to modify them before adding it to the main scene.
That seems very nice. Thanks for the input :) I am very much new to Godot and I gotta say most Unity systems in my head still work, but some just let me run against a wall, like the one I described here XD
Added something to the previous comment.
Im also not super experienced, i just make unsuccessfull attempts at making games from time to time :) But i do love godot a lot.
You generally use the same logic for literally everything in godot.
Spawning a bullet, enemy, item, ui component?