fix: ensuring %DoorInteractable gets unlocked.

This commit is contained in:
tiger tiger tiger 2026-01-22 12:02:18 +01:00
parent 294a5c2a7d
commit 48242e954f
2 changed files with 7 additions and 8 deletions

View File

@ -39,13 +39,6 @@ func get_ready() -> void:
ui.hide()# Not sure? 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: func pull_save_state(save: SaveGame) -> void:
super.pull_save_state(save) super.pull_save_state(save)
prints("youth_room.gd", "pull_save_state()", self) prints("youth_room.gd", "pull_save_state()", self)

View File

@ -27,10 +27,16 @@ func get_ready():
card_board.closed.connect(save_room) 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) card_board.initialise_from_save(save_game)
func _on_scene_finished(_id: int, _repeat:bool): func _on_scene_finished(_id: int, _repeat:bool):
save_room.call_deferred() # Formerly there was a 3 second wait here. save_room.call_deferred() # Formerly there was a 3 second wait here.