fix: reduce debug spam
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6c9bbe871d
commit
69cec724f5
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@ -173,7 +173,7 @@ func play():
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_type(): print_debug("Unhandled Input", event)
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#if event.is_action_type(): print_debug("Unhandled Input", event)
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var just_revealed_text := false
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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@ -221,7 +221,3 @@ func _on_text_finished():
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func _emit_thunder() -> void:
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if State.room is YouthRoom: (State.room as YouthRoom).play_thunder()
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func notification(what: int, _reversed: bool = false) -> void:
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if what == NOTIFICATION_VISIBILITY_CHANGED:
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self.set_process_input(visible)
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@ -5,6 +5,7 @@ class_name Playable
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func _ready() -> void:
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prints("playable.gd", "_ready()", self)
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visibility_changed.connect(_visibility_change)
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hide()
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# HACK: Lets us debug playables more easily
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if get_parent() == get_tree().root: _debug_mode()
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@ -42,3 +43,10 @@ func _debug_mode():
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await get_tree().create_timer(1).timeout
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appear()
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play()
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func _visibility_change():
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prints(name, "NOTIFICATION_VISIBILITY_CHANGED", is_visible_in_tree())
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self.set_process_input(is_visible_in_tree())
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self.set_process_unhandled_input(is_visible_in_tree())
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@ -16,7 +16,7 @@ func _find_selectable_in(parent:Control) -> Control:
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return self
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func _unhandled_input(event : InputEvent) -> void:
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if event.is_action_type(): print_debug("Unhandled Input", event)
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#if event.is_action_type(): print_debug("Unhandled Input", event)
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if event.is_action_type():
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if event.is_action_pressed("ui_left"): previous()
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elif event.is_action_pressed("ui_right"): next()
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@ -41,6 +41,8 @@ func previous() -> void:
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else:
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current_tab -= 1
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func notification(what: int, _reversed: bool = false) -> void:
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func _notification(what: int, _reversed: bool = false) -> void:
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if what == NOTIFICATION_VISIBILITY_CHANGED:
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prints(name, "NOTIFICATION_VISIBILITY_CHANGED", visible)
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self.set_process_input(visible)
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self.set_process_unhandled_input(visible)
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@ -109,7 +109,7 @@ func _load_room(scene_path: String) -> void:
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var last_mode := DisplayServer.WINDOW_MODE_WINDOWED
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func _unhandled_input(event: InputEvent) -> void:
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if not event.is_action_type(): return
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#if event.is_action_type(): print_debug("Unhandled Input", event)
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if event.is_action_pressed("ui_pause"):
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state = AppState.PAUSE
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