Clean after change room: game scene is cleanly removed from prev room (#416)
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@@ -83,6 +83,10 @@ func run(command_params: Array) -> int:
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]
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)
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if escoria.main.current_scene \
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and escoria.game_scene.get_parent() == escoria.main.current_scene:
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escoria.main.current_scene.remove_child(escoria.game_scene)
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# Load room scene
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var room_scene = res_room.instance()
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if room_scene:
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@@ -40,9 +40,9 @@ func set_scene(p_scene: Node) -> void:
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if current_scene != null:
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clear_scene()
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add_child(p_scene)
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if not p_scene in get_children():
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add_child(p_scene)
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move_child(p_scene, 0)
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current_scene = p_scene
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check_game_scene_methods()
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@@ -59,7 +59,8 @@ func clear_scene() -> void:
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escoria.action_manager.clear_current_action()
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escoria.action_manager.clear_current_tool()
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current_scene.remove_child(escoria.game_scene)
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if escoria.game_scene.get_parent() == current_scene:
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current_scene.remove_child(escoria.game_scene)
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remove_child(current_scene)
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current_scene.free()
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@@ -39,7 +39,7 @@ onready var pause_menu = $ui/pause_menu
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onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
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/InventoryMargin/inventory_ui
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func _ready():
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func _enter_tree():
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ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false)
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escoria.action_manager.connect(
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"action_finished",
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@@ -47,6 +47,13 @@ func _ready():
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"_on_action_finished"
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)
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func _exit_tree():
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escoria.action_manager.disconnect(
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"action_finished",
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self,
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"_on_action_finished"
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)
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## BACKGROUND ##
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@@ -38,6 +38,12 @@ func _enter_tree():
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"_on_action_finished"
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)
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func _exit_tree():
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escoria.action_manager.disconnect(
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"action_finished",
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self,
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"_on_action_finished"
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)
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## BACKGROUND ##
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