diff --git a/addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd b/addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd index 397060c6..808eaf09 100644 --- a/addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd +++ b/addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd @@ -55,42 +55,6 @@ func change_scene(room_path: String, enable_automatic_transitions: bool) -> void # events in there so we avoid running these multiple times) escoria.event_manager.clear_event_queue() - # If auto transition is enabled, try to determine whether we just exited a - # room previously, so that we must play the auto transition out or not. - # This must happen if ESC_LAST_SCENE is set, or if we're running an - # exit_scene event. Also room selector actions require the transition. - if enable_automatic_transitions and ( - not escoria.globals_manager.get_global(GLOBAL_LAST_SCENE).empty() - or ( - escoria.event_manager.get_running_event(escoria.event_manager.CHANNEL_FRONT) != null \ - and escoria.event_manager.get_running_event(escoria.event_manager.CHANNEL_FRONT).name \ - in [ - escoria.event_manager.EVENT_NEW_GAME, - escoria.event_manager.EVENT_EXIT_SCENE, - escoria.event_manager.EVENT_ROOM_SELECTOR - ] - and escoria.globals_manager.get_global( - GLOBAL_LAST_SCENE - ).empty() - ) - ): - - var transition_id = escoria.main.scene_transition.transition( - "", - ESCTransitionPlayer.TRANSITION_MODE.OUT - ) - - if transition_id != escoria.main.scene_transition.TRANSITION_ID_INSTANT: - escoria.logger.debug( - "Awaiting transition %s (out) to be finished." % transition_id - ) - - yield(escoria.main.scene_transition, "transition_done") - - # Hide main and pause menus - escoria.game_scene.hide_main_menu() - escoria.game_scene.unpause_game() - # If FORCE_LAST_SCENE_NULL is true, force ESC_LAST_SCENE to empty if escoria.globals_manager.get_global( \ GLOBAL_FORCE_LAST_SCENE_NULL):