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:
committed by
Julian Murgia
parent
f69b29da29
commit
5d23bb1af1
@@ -282,7 +282,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan
|
|||||||
escoria.save_manager.save_enabled = true
|
escoria.save_manager.save_enabled = true
|
||||||
|
|
||||||
if return_code == ESCExecution.RC_CANCEL:
|
if return_code == ESCExecution.RC_CANCEL:
|
||||||
return_code = ESCExecution.RC_OK
|
return_code = ESCExecution.RC_OK
|
||||||
|
|
||||||
_running_events[channel_name] = null
|
_running_events[channel_name] = null
|
||||||
_channels_state[channel_name] = true
|
_channels_state[channel_name] = true
|
||||||
|
|||||||
@@ -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()
|
||||||
|
|||||||
Reference in New Issue
Block a user