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fix: avoids brief flickering to current scene during scene transition…
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…; can be moved since these were left in place pre-transition overhaul
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BHSDuncan authored and StraToN committed Apr 30, 2022
1 parent f69b29d commit 5d23bb1
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Showing 2 changed files with 5 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -282,7 +282,7 @@ func _on_event_finished(finished_statement: ESCStatement, return_code: int, chan
escoria.save_manager.save_enabled = true

if return_code == ESCExecution.RC_CANCEL:
return_code = ESCExecution.RC_OK
return_code = ESCExecution.RC_OK

_running_events[channel_name] = null
_channels_state[channel_name] = true
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8 changes: 4 additions & 4 deletions addons/escoria-core/game/core-scripts/esc/esc_room_manager.gd
Original file line number Diff line number Diff line change
Expand Up @@ -234,10 +234,6 @@ func _perform_script_events(room: ESCRoom) -> void:

yielded = true

# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()

# With the room transitioned out, finish any room prep and run :setup if
# it exists.
if room.player_scene:
Expand Down Expand Up @@ -317,6 +313,10 @@ func _perform_script_events(room: ESCRoom) -> void:
# making the new room visible.
escoria.main.set_scene_finish()

# Hide main and pause menus
escoria.game_scene.hide_main_menu()
escoria.game_scene.unpause_game()

# Maybe this is ok to put in set_scene_finish() above? But it might be a bit
# confusing to not see the matching camera.current updates.
new_player_camera.make_current()
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