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fix: ESCItem that is a trigger should not capture input events #516

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merged 1 commit into from
Mar 1, 2022

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bolinfest
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@bolinfest
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If you trace through the code, in ESCItem._ready(), signals such as mouse_left_clicked_item are wired up only when !is_trigger. Therefore, in ESCItem._unhandled_input(), there is no reason to exercise the emit_signal calls when is_trigger is true. At least in this case, it also appears that the get_tree().set_input_as_handled() calls are working against us, so we should just bail out altogether.

@balloonpopper
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Confirmed that this fixes the issue in the new version of room 7 (#514)

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@BHSDuncan BHSDuncan left a comment

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Looks good to me, though the other guys will be able to better test this.

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@dploeger dploeger left a comment

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Looks good to me as well. Thanks a lot. 🎁

@dploeger dploeger merged commit 0570edc into godot-escoria:develop Mar 1, 2022
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Can't walk to a point within a CollisionPolygon2D
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