chore: storing version and changelog
This commit is contained in:
@@ -41,7 +41,7 @@ func set_scene(p_scene: Node) -> void:
|
||||
escoria.logger.report_errors("main", ["Trying to set empty scene"])
|
||||
|
||||
previous_scene = current_scene
|
||||
|
||||
|
||||
if is_instance_valid(previous_scene):
|
||||
_disable_collisions()
|
||||
|
||||
@@ -52,14 +52,14 @@ func set_scene(p_scene: Node) -> void:
|
||||
p_scene.visible = false
|
||||
|
||||
escoria.object_manager.set_current_room(p_scene)
|
||||
add_child(p_scene)
|
||||
|
||||
add_child(p_scene)
|
||||
|
||||
# In cases where the room being created doesn't return because of a
|
||||
# coroutine, finish_current_scene_init() will already have been called
|
||||
# and so we don't want to risk repeating ourselves.
|
||||
if p_scene == current_scene:
|
||||
return
|
||||
|
||||
|
||||
# This actually moves the scene closest to the root node, but will
|
||||
# still be drawn behind the next node, which should be the previous
|
||||
# room.
|
||||
@@ -72,7 +72,7 @@ func set_scene(p_scene: Node) -> void:
|
||||
set_camera_limits()
|
||||
|
||||
|
||||
# Only called by the room manager in the case where it hasn't executed a
|
||||
# Only called by the room manager in the case where it hasn't executed a
|
||||
# coroutine prior to calling set_scene_finish().
|
||||
#
|
||||
# ### Parameters
|
||||
@@ -82,7 +82,7 @@ func finish_current_scene_init(p_scene: Node) -> void:
|
||||
move_child(p_scene, 0)
|
||||
|
||||
current_scene = p_scene
|
||||
|
||||
|
||||
check_game_scene_methods()
|
||||
|
||||
set_camera_limits()
|
||||
@@ -92,7 +92,7 @@ func finish_current_scene_init(p_scene: Node) -> void:
|
||||
# appropriate time.
|
||||
func set_scene_finish() -> void:
|
||||
current_scene.visible = true
|
||||
|
||||
|
||||
if previous_scene != null:
|
||||
clear_scene()
|
||||
|
||||
@@ -238,7 +238,7 @@ func check_game_scene_methods():
|
||||
func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
|
||||
if scene_1 is ESCRoom and scene_2 is ESCRoom:
|
||||
return scene_1.global_id == scene_2.global_id
|
||||
|
||||
|
||||
return false
|
||||
|
||||
|
||||
@@ -246,11 +246,11 @@ func _is_same_scene(scene_1: Node, scene_2: Node) -> bool:
|
||||
# game tree, collisions won't result.
|
||||
func _disable_collisions() -> void:
|
||||
var items_to_disable = previous_scene.get_tree().get_nodes_in_group(ESCItem.GROUP_ITEM_CAN_COLLIDE)
|
||||
|
||||
|
||||
for item in items_to_disable:
|
||||
if is_instance_valid(item.collision):
|
||||
item.collision.disabled = true
|
||||
if item is Area2D:
|
||||
item.monitoring = false
|
||||
item.monitorable = false
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user