fix: avoids brief flickering to current scene during scene transition; can be moved since these were left in place pre-transition overhaul

This commit is contained in:
Duncan Brown
2022-04-23 21:03:44 -04:00
committed by Julian Murgia
parent f69b29da29
commit 5d23bb1af1
2 changed files with 5 additions and 5 deletions

View File

@@ -282,7 +282,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan
escoria.save_manager.save_enabled = true
if return_code == ESCExecution.RC_CANCEL:
return_code = ESCExecution.RC_OK
return_code = ESCExecution.RC_OK
_running_events[channel_name] = null
_channels_state[channel_name] = true

View File

@@ -234,10 +234,6 @@ func _perform_script_events(room: ESCRoom) -> void:
yielded = true
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
# With the room transitioned out, finish any room prep and run :setup if
# it exists.
if room.player_scene:
@@ -317,6 +313,10 @@ func _perform_script_events(room: ESCRoom) -> void:
# making the new room visible.
escoria.main.set_scene_finish()
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
# Maybe this is ok to put in set_scene_finish() above? But it might be a bit
# confusing to not see the matching camera.current updates.
new_player_camera.make_current()