fix: should now also prevent areas from spawning events; also removes a superfluous variable
This commit is contained in:
committed by
Julian Murgia
parent
85b86f38be
commit
6d98e7bdce
@@ -74,6 +74,10 @@ func set_scene(p_scene: Node) -> void:
|
||||
|
||||
# Only called by the room manager in the case where it hasn't executed a
|
||||
# coroutine prior to calling set_scene_finish().
|
||||
#
|
||||
# ### Parameters
|
||||
#
|
||||
# - p_scene: The scene currently being initialized by set_scene.
|
||||
func finish_current_scene_init(p_scene: Node) -> void:
|
||||
move_child(p_scene, 0)
|
||||
|
||||
@@ -223,6 +227,14 @@ func check_game_scene_methods():
|
||||
assert(current_scene.game.has_method("_on_event_done"))
|
||||
|
||||
|
||||
# Determines whether two scenes represent the same room.
|
||||
#
|
||||
# ### Parameters
|
||||
#
|
||||
# - scene_1: Scene to be compared.
|
||||
# - scene_2: Other scene to be compared.
|
||||
#
|
||||
# **Returns** true iff the two scenes represent the same room.
|
||||
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
|
||||
@@ -238,4 +250,7 @@ func _disable_collisions() -> void:
|
||||
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