fix: avoids brief flickering to current scene during scene transition; can be moved since these were left in place pre-transition overhaul
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committed by
Julian Murgia
parent
f69b29da29
commit
5d23bb1af1
@@ -282,7 +282,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan
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escoria.save_manager.save_enabled = true
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if return_code == ESCExecution.RC_CANCEL:
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return_code = ESCExecution.RC_OK
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return_code = ESCExecution.RC_OK
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_running_events[channel_name] = null
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_channels_state[channel_name] = true
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@@ -234,10 +234,6 @@ func _perform_script_events(room: ESCRoom) -> void:
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yielded = true
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# With the room transitioned out, finish any room prep and run :setup if
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# it exists.
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if room.player_scene:
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@@ -317,6 +313,10 @@ func _perform_script_events(room: ESCRoom) -> void:
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# making the new room visible.
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escoria.main.set_scene_finish()
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# Hide main and pause menus
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escoria.game_scene.hide_main_menu()
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escoria.game_scene.unpause_game()
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# Maybe this is ok to put in set_scene_finish() above? But it might be a bit
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# confusing to not see the matching camera.current updates.
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new_player_camera.make_current()
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