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

@@ -234,10 +234,6 @@ func _perform_script_events(room: ESCRoom) -> void:
yielded = true 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 # With the room transitioned out, finish any room prep and run :setup if
# it exists. # it exists.
if room.player_scene: if room.player_scene:
@@ -317,6 +313,10 @@ func _perform_script_events(room: ESCRoom) -> void:
# making the new room visible. # making the new room visible.
escoria.main.set_scene_finish() 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 # 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. # confusing to not see the matching camera.current updates.
new_player_camera.make_current() new_player_camera.make_current()