thanks for the help , I try your solution there’s no error but the editor is still disabled
button script
extends Node2D
func _on_button_pressed() → void:
Signals.change_processing_mode.emit()
get_tree().change_scene_to_file(“res://levels/game_level.tscn”)
signals scirpt(global) // I change the name from MessageBus
extends Node2D
signal IncrementScore(incr: int)
signal IncrementCombo()
signal ResetCombo()
signal CreateFallingKey(button_name: String)
signal KeyListenerPress(button_name: String, array_num: int)
signal change_processing_mode()
level_editor script
extends Node2D
@export var in_edit_mode: bool = false
var current_level_name = “RHYTHM_HELL”
var fk_fall_time: float = 2.2
var fk_output_arr = [, , , ]
var level_info = {
“RHYTHM_HELL” = {
“fk_times”: “[[-0.95208616256714, 0.77582769393921, 2.57841281890869]]”,
“music”: load(“res://music/linga guli guli.wav”)
}
}
func _ready():
Signals.change_processing_mode.connect(change_mode.bind())
$MusicPlayer.stream = level_info.get(current_level_name).get(“music”)
$MusicPlayer.play()
if in_edit_mode:
Signals.KeyListenerPress.connect(KeyListenerPress)
else:
var fk_times = level_info.get(current_level_name).get("fk_times")
var fk_times_arr = str_to_var(fk_times)
var counter: int = 0
for key in fk_times_arr:
var button_name: String = ""
match counter:
0:
button_name = "button_Q"
1:
button_name = "button_W"
2:
button_name = "button_E"
3:
button_name = "button_R"
for delay in key:
SpawnFallingKey(button_name, delay)
counter += 1
func KeyListenerPress(button_name: String, array_num: int):
fk_output_arr[array_num].append($MusicPlayer.get_playback_position() - fk_fall_time)
func change_mode()->void:
process_mode = Node.PROCESS_MODE_INHERIT
print(“jalan”)
func SpawnFallingKey(button_name: String, delay: float):
if get_process_mode() == Node2D.PROCESS_MODE_INHERIT:
await get_tree().create_timer(delay).timeout
Signals.CreateFallingKey.emit(button_name)
func _on_music_player_finished():
print(fk_output_arr)
get_tree().change_scene_to_file(“res://levels/win_condition.tscn”)
func toggle_node_state(active: bool):
self.set_process(active) # Menghentikan atau melanjutkan logika _process
self.set_visible(active) # Menampilkan atau menyembunyikan node
so the point of my question is
game play scene
i want to make when the button from the before scene to this scene while enabling/ Inherit the level_editor so when this game scene start the level_editor is active/inherit