Fix: disable ESCGame inputs until signal room_ready is emitted (#582)
* Fix: disable ESCGame inputs until signal room_ready is emitted * fix: add a new function to use in _input() to check for inputs * Apply suggestions from code review Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com> Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
This commit is contained in:
@@ -97,10 +97,10 @@ func _exit_tree():
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if escoria.main.current_scene and escoria.main.current_scene.game:
|
||||
if event is InputEventMouseMotion:
|
||||
escoria.main.current_scene.game. \
|
||||
update_tooltip_following_mouse_position(event.position)
|
||||
if escoria.is_ready_for_inputs():
|
||||
if event is InputEventMouseMotion:
|
||||
escoria.main.current_scene.game. \
|
||||
update_tooltip_following_mouse_position(event.position)
|
||||
|
||||
|
||||
# https://github.com/godotengine/godot-demo-projects/blob/3.4-585455e/misc/joypads/joypads.gd
|
||||
|
||||
Reference in New Issue
Block a user