wip: splits out camera from UI game scene; makes camera a per-room thing; updated check for running rooms directly; corrected timing issue w/ updating state immediately by ensuring animation player does seek with immediate animation update
This commit is contained in:
committed by
Julian Murgia
parent
8d1b00bb90
commit
0175342a61
@@ -67,10 +67,6 @@ func set_scene(p_scene: Node) -> void:
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current_scene = p_scene
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check_game_scene_methods()
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#set_camera_limits(current_scene)
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# Only called by the room manager in the case where it hasn't executed a
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# coroutine prior to calling set_scene_finish().
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@@ -83,24 +79,23 @@ func finish_current_scene_init(p_scene: Node) -> void:
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current_scene = p_scene
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check_game_scene_methods()
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# set_camera_limits(current_scene)
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# Completes the room swap and should be called by the room manager at the
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# appropriate time.
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func set_scene_finish() -> void:
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current_scene.visible = true
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# Final check for the critical game scene's existence.
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check_game_scene_methods()
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if previous_scene != null:
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clear_scene()
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# Make our new scene visible.
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current_scene.visible = true
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clear_previous_scene()
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emit_signal("room_ready")
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# Cleanup the previous scene
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func clear_scene() -> void:
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# Cleanup the previous scene if there was one.
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func clear_previous_scene() -> void:
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if previous_scene == null:
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return
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