fix: handles the case where no coroutines are run as part of room creation; also fixes a small bug in ESCCamera

This commit is contained in:
Duncan Brown
2022-04-02 15:02:27 -04:00
committed by Julian Murgia
parent 503d6134dd
commit 85b86f38be
3 changed files with 31 additions and 1 deletions

View File

@@ -269,6 +269,10 @@ func init_room(room: ESCRoom) -> void:
#
# - room: The ESCRoom to be initialized for use.
func _perform_script_events(room: ESCRoom) -> void:
# Used to track whether any yields have been executed before the call to
# set_scene_finish.
var yielded: bool = false
if room.enabled_automatic_transitions \
and not room.is_run_directly \
and not room.exited_previous_room:
@@ -296,6 +300,8 @@ func _perform_script_events(room: ESCRoom) -> void:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
yielded = true
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
@@ -313,6 +319,11 @@ func _perform_script_events(room: ESCRoom) -> void:
if rc[0] != ESCExecution.RC_OK:
return rc[0]
yielded = true
if not yielded:
escoria.main.finish_current_scene_init(room)
escoria.main.set_scene_finish()
# We know the scene has been loaded. Make its global ID available for
@@ -360,7 +371,7 @@ func _perform_script_events(room: ESCRoom) -> void:
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
# to false
if escoria.globals_manager.get_global( \

View File

@@ -54,12 +54,30 @@ func set_scene(p_scene: Node) -> void:
escoria.object_manager.set_current_room(p_scene)
add_child(p_scene)
# In cases where the room being created doesn't return because of a
# coroutine, finish_current_scene_init() will already have been called
# and so we don't want to risk repeating ourselves.
if p_scene == current_scene:
return
# This actually moves the scene closest to the root node, but will
# still be drawn behind the next node, which should be the previous
# room.
move_child(p_scene, 0)
current_scene = p_scene
check_game_scene_methods()
set_camera_limits()
# Only called by the room manager in the case where it hasn't executed a
# coroutine prior to calling set_scene_finish().
func finish_current_scene_init(p_scene: Node) -> void:
move_child(p_scene, 0)
current_scene = p_scene
check_game_scene_methods()

View File

@@ -26,6 +26,7 @@ func _ready():
escoria.object_manager.CAMERA,
self
),
null,
true
)