Fix a wrong validation check in camera_set_limits (#418)
Events interruption should now work at all time (added interruption in room_selector scene) Fixed missing test in game.gd for when the player is not set Fixed some ESC scripts (worker filled sheet event is now blocking, room13 left door waits simple click, not use verb)
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@@ -21,7 +21,7 @@ func configure() -> ESCCommandArgumentDescriptor:
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# Validate wether the given arguments match the command descriptor
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func validate(arguments: Array):
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if not escoria.main.current_scene.camera_limits.size() < arguments[0]:
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if escoria.main.current_scene.camera_limits.size() < arguments[0]:
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escoria.logger.report_errors(
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"camera_set_limits: invalid limits id",
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[
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@@ -85,4 +85,7 @@ func _on_event_finished(return_code: int, event: ESCEvent) -> void:
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func interrupt_running_event():
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if _running_event == null:
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return
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for event in events_queue:
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event.interrupt()
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events_queue.clear()
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_running_event.interrupt()
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@@ -26,7 +26,7 @@ export(PackedScene) var player_scene
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export(Array, Rect2) var camera_limits: Array = [Rect2()] setget set_camera_limits
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# The editor debug display mode
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export(int) var editor_debug_mode = EditorRoomDebugDisplay.NONE setget set_editor_debug_mode
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export(EditorRoomDebugDisplay) var editor_debug_mode = EditorRoomDebugDisplay.NONE setget set_editor_debug_mode
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# The player scene instance
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