LevelResource gains a stable Id and swaps the string ScenePath for an editor-tracked PackedScene. The old path field was never read and had rotted - forest_1 pointed at level_forest_5.tscn, which doesn't exist, and borrowed LEVEL_5_NAME so it would have displayed "VILLAGE - 5". LevelCatalogue lists levels in campaign order and produces the domain's Campaign; an authoring mistake fails at boot because Campaign.Of rejects blank and duplicate ids. Not a domain port - nothing in the domain resolves a level to a scene. All 8 scenes now have a resource; campaign keeps the existing 6 (tutorial_1, village_1..5). village_6 and forest_1 are catalogued but deliberately out of the campaign. GameManager.LevelScenes stays until slice 10 rewrites GameManager.
12 lines
511 B
Plaintext
12 lines
511 B
Plaintext
[gd_resource type="Resource" script_class="LevelResource" load_steps=3 format=3 uid="uid://qld841xv5ui0"]
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[ext_resource type="Script" uid="uid://c2h0pqhxiqswe" path="res://scripts/Resources/LevelResource.cs" id="1_script"]
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[ext_resource type="PackedScene" uid="uid://bbwef3n2gjkt8" path="res://scenes/level_village_5.tscn" id="2_scene"]
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[resource]
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script = ExtResource("1_script")
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Id = "village_5"
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LevelName = "LEVEL_5_NAME"
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Scene = ExtResource("2_scene")
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metadata/_custom_type_script = "uid://cp68km8bykymb"
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