Fix auto transition when changing room without exit_scene event (#462)

Added a new fourth button in room14 to demonstrate this.
Renamed BYPASS_LAST_SCENE to FORCE_LAST_SCENE_NULL to make it a bit clearer.
Made events "finished" and "interrupted" signals connections as ONESHOT (so they are disconnected once the signal was received).

Also removed some unused files, many others remain.
And fixed some bugs here and there.
This commit is contained in:
Julian Murgia
2021-11-25 15:24:33 +01:00
committed by GitHub
parent d867407d01
commit a49e5a2690
19 changed files with 154 additions and 119 deletions

View File

@@ -60,31 +60,49 @@ func run(command_params: Array) -> int:
var exited_previous_room = false
# If auto transition is enabled, try to determine whether we just exited a
# room previously, so that we must play the auto transition out or not.
# This must happen if ESC_LAST_SCENE is set, or if we're running an
# exit_scene event. Also room selector actions require the transition.
if command_params[1] \
and escoria.event_manager.get_running_event("_front").name \
in ["exit_scene", "room_selector"]:
and (
not escoria.globals_manager.get_global("ESC_LAST_SCENE").empty()
or (
escoria.event_manager.get_running_event("_front").name \
in ["newgame", "exit_scene", "room_selector"]
and escoria.globals_manager.get_global(
"ESC_LAST_SCENE"
).empty()
)
):
exited_previous_room = true
escoria.main.scene_transition.transition(
var transition_id = escoria.main.scene_transition.transition(
"",
ESCTransitionPlayer.TRANSITION_MODE.OUT
)
escoria.logger.debug(
"Awaiting transition %s (out) to be finished." % str(transition_id)
)
yield(escoria.main.scene_transition, "transition_done")
# If BYPASS_LAST_SCENE is false, set ESC_LAST_SCENE = current room id
if escoria.main.current_scene \
and not escoria.globals_manager.get_global("BYPASS_LAST_SCENE"):
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.main.current_scene.global_id,
true
)
if escoria.globals_manager.get_global("BYPASS_LAST_SCENE"):
# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()
# If FORCE_LAST_SCENE_NULL is true, force ESC_LAST_SCENE to empty
if escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL"):
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
null,
true
)
elif escoria.main.current_scene:
# If FORCE_LAST_SCENE_NULL is false, set ESC_LAST_SCENE = current roomid
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.main.current_scene.global_id,
true
)
if escoria.dialog_player:
escoria.dialog_player.interrupt()

View File

@@ -35,7 +35,7 @@ func validate(arguments: Array):
escoria.logger.report_errors(
"teleport: invalid second object",
[
"Object with global id %s not found" % arguments[0]
"Object with global id %s not found" % arguments[1]
]
)
return false

View File

@@ -37,6 +37,7 @@ func validate(arguments: Array):
# Run the command
func run(command_params: Array) -> int:
(escoria.object_manager.get_object(command_params[0]).node as ESCPlayer)\
.teleport_to(Vector2(int(command_params[1]), int(command_params[2])))
escoria.object_manager.get_object(command_params[0]).node.teleport_to(
Vector2(int(command_params[1]), int(command_params[2]))
)
return ESCExecution.RC_OK

View File

@@ -68,7 +68,8 @@ func _process(delta: float) -> void:
"finished",
self,
"_on_event_finished",
[channel_name]
[channel_name],
CONNECT_ONESHOT
)
if not _running_events[channel_name].is_connected(
"interrupted", self, "_on_event_finished"
@@ -77,7 +78,8 @@ func _process(delta: float) -> void:
"interrupted",
self,
"_on_event_finished",
[channel_name]
[channel_name],
CONNECT_ONESHOT
)
if channel_name == "_front":
@@ -170,8 +172,6 @@ func _on_event_finished(return_code: int, channel_name: String) -> void:
escoria.logger.debug(
"Event %s ended with return code %d" % [event.name, return_code]
)
event.disconnect("finished", self, "_on_event_finished")
event.disconnect("interrupted", self, "_on_event_finished")
if return_code == ESCExecution.RC_CANCEL:
return_code = ESCExecution.RC_OK

View File

@@ -14,8 +14,9 @@ signal global_changed(global, old_value, new_value)
# A list of reserved globals which can not be overridden
const RESERVED_GLOBALS = [
"ESC_LAST_SCENE",
"BYPASS_LAST_SCENE",
"ESC_LAST_SCENE", # Contains the global_id of previous room
"FORCE_LAST_SCENE_NULL", # If true, ESC_LAST_SCENE is not considered for
# automatic transitions
"ANIMATION_RESOURCES"
]
@@ -27,7 +28,7 @@ export(Dictionary) var _globals = {}
func _init():
set_global("ESC_LAST_SCENE", "", true)
set_global("BYPASS_LAST_SCENE", false, true)
set_global("FORCE_LAST_SCENE_NULL", false, true)
# Check if a global was registered

View File

@@ -292,12 +292,12 @@ func _set_editor_debug_mode(p_editor_debug_mode: int) -> void:
# Pauses the game. Reimplement to eventually show a specific UI.
func pause_game():
pass
escoria.set_game_paused(true)
# Unpause the game. Reimplement to eventually hide a specific UI.
func unpause_game():
pass
escoria.set_game_paused(false)
# Shows the main menu. Reimplement to show a specific UI.

View File

@@ -147,8 +147,7 @@ func perform_script_events():
":transition_out",
"transition %s out" % ProjectSettings.get_setting(
"escoria/ui/default_transition"
),
"hide_menu main"
)
])
escoria.event_manager.queue_event(
script_transition_out.events['transition_out']
@@ -160,7 +159,7 @@ func perform_script_events():
if enabled_automatic_transitions \
or (
not enabled_automatic_transitions \
and escoria.globals_manager.get_global("BYPASS_LAST_SCENE")
and escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL")
):
var script_transition_in = escoria.esc_compiler.compile([
":transition_in",
@@ -179,26 +178,27 @@ func perform_script_events():
if ready_event_added:
# Wait for ready event to be done
var rc = yield(escoria.event_manager, "event_finished")
while rc[1] != "ready":
rc = yield(escoria.event_manager, "event_finished")
if rc[0] != ESCExecution.RC_OK:
return rc[0]
# Now that :ready is finished, if BYPASS_LAST_SCENE was true, reset it
# to false and set ESC_LAST_SCENE to current scene
if escoria.globals_manager.get_global("BYPASS_LAST_SCENE"):
# Now that :ready is finished, if FORCE_LAST_SCENE_NULL was true, reset it
# to false
if escoria.globals_manager.get_global("FORCE_LAST_SCENE_NULL"):
escoria.globals_manager.set_global(
"BYPASS_LAST_SCENE",
"FORCE_LAST_SCENE_NULL",
false,
true
)
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
escoria.globals_manager.set_global(
"ESC_LAST_SCENE",
escoria.main.current_scene.global_id \
if escoria.main.current_scene != null else "",
true
)
# Runs the script event from the script attached, if any.

View File

@@ -119,4 +119,5 @@ func _on_tween_completed():
if not _was_canceled:
_tween.stop_all()
_tween.remove_all()
escoria.logger.debug("Transition %s done." % str(transition_id))
emit_signal("transition_done", transition_id)

View File

@@ -50,7 +50,11 @@ func _ready():
# Switch to the selected room
func _on_button_pressed():
escoria.globals_manager.set_global("BYPASS_LAST_SCENE", true, true)
# When next room is loaded, we don't want to consider ESC_LAST_SCENE for
# automatic transitions.
# If FORCE_LAST_SCENE_NULL is True when change_scene starts:
# - ESC_LAST_SCENE is set to empty
escoria.globals_manager.set_global("FORCE_LAST_SCENE_NULL", true, true)
var script = escoria.esc_compiler.compile([
":room_selector",
"change_scene %s" % _options_paths[_selected_id]