Add show_menu and hide_menu ESC commands
Fixes godot-escoria/escoria-issues#48 Fix: tween was stopped_all before starting Fix: reload locale from settings in ESCGame Since main menu and pause menu are now loaded from ESCGame and not from escoria.gd, this must be done here. Fix: small crash in load game But save and load are broken at the moment... Fix: check save and load after main menu changes Required fixes Fix: manage the game scene better in show and hide_menu Enh: transition back in to the previous room if there was one Fix a bug occurring where change_scene awaits forever for setup to end Reworked change_scene and esc_room implementation to avoid yielding Added a controller variable to allow new event run in events_manager Don't empty the events queue if the running_event was interrupted Fixed transitions and automatic transitions in change_scene Added trace log level (for esc_compiler in particular) Fixed various bugs in ESC scripts Fix a bug where exit_scene happened multiple times where fast walking Needed to clear the event queue Fixes ready event was run because BYPASS_LAST_SCENE wrongly set Inverted parameter "disable_automatic_transitions" for change_scene, hide_menu, show_menu commands Fix broken sched_event Fixes as requested in PR
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@@ -16,7 +16,9 @@ func _ready():
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"escoria/debug/room_selector_room_dir"
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)
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if rooms_folder == "" or \
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not ProjectSettings.get_setting("escoria/debug/enable_room_selector"):
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not ProjectSettings.get_setting(
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"escoria/debug/enable_room_selector"
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):
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return
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var dir = Directory.new()
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var rooms_list: Array = []
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@@ -50,11 +52,12 @@ func _ready():
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func _on_button_pressed():
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escoria.globals_manager.set_global("BYPASS_LAST_SCENE", true, true)
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var script = escoria.esc_compiler.compile([
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":debug",
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":room_selector",
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"change_scene %s" % _options_paths[_selected_id]
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])
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escoria.event_manager.interrupt_running_event()
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escoria.event_manager.queue_event(script.events['debug'])
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escoria.event_manager.clear_event_queue()
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escoria.event_manager.queue_event(script.events['room_selector'])
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