diff --git a/src/base-environments/youth_room/youth_room.gd b/src/base-environments/youth_room/youth_room.gd index e5e356a..bd94793 100644 --- a/src/base-environments/youth_room/youth_room.gd +++ b/src/base-environments/youth_room/youth_room.gd @@ -39,13 +39,6 @@ func get_ready() -> void: ui.hide()# Not sure? - card_board.board_completed.connect(func(): - save_game.childhood_board_complete = true - #%DoorInteractable.show() - ) - - - func pull_save_state(save: SaveGame) -> void: super.pull_save_state(save) prints("youth_room.gd", "pull_save_state()", self) diff --git a/src/dev-util/room_with_board.gd b/src/dev-util/room_with_board.gd index edeebac..a888422 100644 --- a/src/dev-util/room_with_board.gd +++ b/src/dev-util/room_with_board.gd @@ -27,10 +27,16 @@ func get_ready(): card_board.closed.connect(save_room) - # This MUST happen after the signal connection, or the door will remain locked + card_board.board_completed.connect(func(): + save_game.childhood_board_complete = true + %DoorInteractable.show() + ) + + # This MUST happen after the board_completed signal connection, or the door will remain locked card_board.initialise_from_save(save_game) + func _on_scene_finished(_id: int, _repeat:bool): save_room.call_deferred() # Formerly there was a 3 second wait here.