Big refactor: Fix plugin issues when disabling/reenabling plugins (#598)
Co-authored-by: balloonpopper <5151242+balloonpopper@users.noreply.github.com> Co-authored-by: Duncan Brown <duncan@prometheussoftware.ca>
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@@ -70,7 +70,7 @@ var _is_gamepad_connected = false
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func _enter_tree():
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var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
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if escoria.project_settings_manager.get_setting(escoria.project_settings_manager.ENABLE_ROOM_SELECTOR) \
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if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR) \
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and room_selector_parent.get_node_or_null("room_select") == null:
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room_selector_parent.add_child(
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@@ -97,7 +97,7 @@ func _exit_tree():
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func _input(event: InputEvent) -> void:
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if escoria.is_ready_for_inputs():
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if escoria.get_escoria().is_ready_for_inputs():
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if event is InputEventMouseMotion:
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escoria.main.current_scene.game. \
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update_tooltip_following_mouse_position(event.position)
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@@ -328,8 +328,9 @@ func pause_game():
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func apply_custom_settings(custom_settings: Dictionary):
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if custom_settings.has("a_custom_setting"):
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escoria.logger.info(
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"custom setting value loaded:",
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[custom_settings["a_custom_setting"]]
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self,
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"custom setting value loaded: %s."
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% str(custom_settings["a_custom_setting"])
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)
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