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:
Duncan Brown
2022-04-14 22:31:01 -04:00
committed by Julian Murgia
parent 8d1b00bb90
commit 0175342a61
8 changed files with 86 additions and 54 deletions

View File

@@ -21,14 +21,6 @@ func _ready():
_tween = Tween.new()
add_child(_tween)
_tween.connect("tween_all_completed", self, "_target_reached")
escoria.object_manager.register_object(
ESCObject.new(
escoria.object_manager.CAMERA,
self
),
null,
true
)
# Update the position if the followed target is moving
@@ -37,6 +29,24 @@ func _process(_delta):
self.global_position = _follow_target.global_position
# Register this camera with the object manager. We do it out here so we can
# work with the camera before it's made active as part of the current scene
# tree.
#
# #### Parameters
#
# - room: The room with which to register the camera.
func register(room = null):
escoria.object_manager.register_object(
ESCObject.new(
escoria.object_manager.CAMERA,
self
),
room,
true
)
# Sets camera limits so it doesn't go out of the scene
#
# #### Parameters