Issue 335 (#384)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de> Co-authored-by: dploeger <dploeger@users.noreply.github.com>
This commit is contained in:
@@ -57,6 +57,8 @@ func run(command_params: Array) -> int:
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escoria.main.scene_transition.fade_out()
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yield(escoria.main.scene_transition, "transition_done")
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escoria.inputs_manager.clear_stack()
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escoria.main_menu_instance.hide()
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var res_room = escoria.resource_cache.get_resource(command_params[0])
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@@ -104,7 +104,8 @@ func perform_inputevent_on_object(
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global_position
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# If clicked object not in inventory, player walks towards it
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if not escoria.inventory_manager.inventory_has(obj.global_id):
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if not obj.node is ESCPlayer and \
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not escoria.inventory_manager.inventory_has(obj.global_id):
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var context = _walk_towards_object(
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obj,
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event.position,
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@@ -7,6 +7,9 @@ class_name ESCPlayer, "res://addons/escoria-core/design/esc_player.svg"
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# The node that references the camera position
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export(NodePath) var camera_position_node
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# Wether the player can be selected like an item
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export(bool) var selectable = false
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# A player is always movable
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func _init():
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@@ -15,8 +18,11 @@ func _init():
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# Ready function
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func _ready():
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# For ESCPlayer, avoid the CollisionShape2D used for movement to catch inputs
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disconnect("input_event", self, "manage_input")
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if selectable:
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._ready()
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else:
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tooltip_name = ""
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disconnect("input_event", self, "manage_input")
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# Return the camera position if a camera_position_node exists or the
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