From ac2e7ba20e67c719eae66d38ab499ed89a554be8 Mon Sep 17 00:00:00 2001 From: Julian Murgia Date: Mon, 7 Mar 2022 17:27:55 +0100 Subject: [PATCH] Fix wrong (old) documentation about setup and ready events (#524) Co-authored-by: Duncan Brown --- .../game/core-scripts/esc/types/esc_event.gd | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/addons/escoria-core/game/core-scripts/esc/types/esc_event.gd b/addons/escoria-core/game/core-scripts/esc/types/esc_event.gd index 4e747dd3..4fcc66d9 100644 --- a/addons/escoria-core/game/core-scripts/esc/types/esc_event.gd +++ b/addons/escoria-core/game/core-scripts/esc/types/esc_event.gd @@ -2,8 +2,14 @@ # # Events are triggered from various sources. Common events include # -# * :setup Called every time when visiting a scene -# * :ready Called the first time a scene is visited +# * :setup : This event is always the first to be called each time the room is visited. +# It allows elements in the room to be prepared *before* the room is displayed to the +# player (e.g. starting particle effects). +# * :ready : This event is the second to be called each time the room is visited. +# It is run immediately after `:setup` finishes execution, if it exists. Otherwise, +# `:ready` will be the first event to run. Regardless, this event is run *after* +# the room is displayed to the player, allowing cutscenes or animations to be +# run once the room is visible. # * :use Called from the current item when it is used with the item # with the global id extends ESCStatement