feat: Added warning message when multiple locations found for an item
This commit is contained in:
committed by
Julian Murgia
parent
0a1f16f61f
commit
b4a57fa788
@@ -523,11 +523,7 @@ func perform_inputevent_on_object(
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event.doubleclick
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)
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if context is GDScriptFunctionState:
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context = yield(_walk_towards_object(
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obj,
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event.position,
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event.doubleclick
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), "completed")
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context = yield(context, "completed")
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destination_position = context.target_position
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dont_interact = context.dont_interact_on_arrival
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@@ -620,10 +616,14 @@ func _walk_towards_object(
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var destination_position: Vector2
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var dont_interact: bool = false
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if obj == null || obj.node == null:
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escoria.logger.report_errors("esc_action_manager.gd:_walk_towards_object",
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["obj or obj.node not populated."])
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var interact_position = obj.node.get_interact_position()
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# If clicked object is interactive, get destination position from it.
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if escoria.object_manager.get_object(obj.global_id).interactive:
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if obj.node.get_interact_position() != null:
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destination_position = obj.node.get_interact_position()
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if interact_position != null:
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destination_position = interact_position
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else:
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destination_position = obj.node.position
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else:
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@@ -379,14 +379,20 @@ func get_animation_player() -> Node:
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#
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# **Returns** The interaction position
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func get_interact_position() -> Vector2:
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var multiple_positions_found = false
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var interact_position = null
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for c in get_children():
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if c is Position2D:
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if interact_position != null:
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multiple_positions_found = true
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interact_position = c.global_position
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if interact_position == null and collision != null:
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interact_position = collision.global_position
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if multiple_positions_found:
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escoria.logger.warning("Multiple ESClocations found to walk to for object " +
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"%s. Last one will be used." % global_id)
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return interact_position
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