format update, additional destroy function in docs
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@ -72,6 +72,16 @@ func _on_trigger_fired(effect: Variant, body: Variant) -> void:
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Now if something hits the "destroy" trigger, the game controller checks to see if it is a crate, and if so signals to destroy it. This is heard by the scene manager, who deletes the crate.
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Now if something hits the "destroy" trigger, the game controller checks to see if it is a crate, and if so signals to destroy it. This is heard by the scene manager, who deletes the crate.
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In `Scenemanager`:
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```
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func destroy(body):
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if body is Crate:
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body.queue_free()
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```
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Optionally, the `Scenemanager`could now count up the number of remaining crates, and tell the `Gamecontroller` how many there are.
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### Example: Loading Scenes
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### Example: Loading Scenes
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Lets move the option to load scenes to the scene manager as well, and trigger it using a custom signal from the game controller.
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Lets move the option to load scenes to the scene manager as well, and trigger it using a custom signal from the game controller.
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