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>
This commit is contained in:
Julian Murgia
2022-07-10 20:40:08 +02:00
committed by GitHub
parent dfbceadd1c
commit ad79aa69d1
113 changed files with 2977 additions and 2072 deletions

View File

@@ -70,7 +70,7 @@ var _is_gamepad_connected = false
func _enter_tree():
var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer
if escoria.project_settings_manager.get_setting(escoria.project_settings_manager.ENABLE_ROOM_SELECTOR) \
if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR) \
and room_selector_parent.get_node_or_null("room_select") == null:
room_selector_parent.add_child(
@@ -97,7 +97,7 @@ func _exit_tree():
func _input(event: InputEvent) -> void:
if escoria.is_ready_for_inputs():
if escoria.get_escoria().is_ready_for_inputs():
if event is InputEventMouseMotion:
escoria.main.current_scene.game. \
update_tooltip_following_mouse_position(event.position)
@@ -328,8 +328,9 @@ func pause_game():
func apply_custom_settings(custom_settings: Dictionary):
if custom_settings.has("a_custom_setting"):
escoria.logger.info(
"custom setting value loaded:",
[custom_settings["a_custom_setting"]]
self,
"custom setting value loaded: %s."
% str(custom_settings["a_custom_setting"])
)