WIP: better handling for door sequence

This commit is contained in:
betalars 2025-06-03 23:11:26 +02:00
parent 8b35e09f42
commit 9eafc316c5
1 changed files with 3 additions and 2 deletions

View File

@ -165,6 +165,7 @@ func update_state():
_on_context_updated()
func reveal():
if is_exit and not State.active_save_game.is_childhood_board_complete: return
if not visible:
update_state()
visible = true
@ -182,10 +183,9 @@ func reveal():
#FIXME something was eating all my inputs, maybe I can use the more pretty pattern when I figure out the culprit
func _input(event: InputEvent) -> void:
print("handle input")
if not visible: return
if event.is_action_pressed("collect_memento_ui"):
if not (is_board or is_exit):
if not is_board:
collect_memento()
get_viewport().set_input_as_handled()
else:
@ -208,6 +208,7 @@ func vanish():
func collect_memento():
Scenes.start_sequence(scene)
State.leave_stage(self)
if scene == Scenes.id.TRANSITION: vanish()
#get_tree().call_group("scene_actors", "play_scene", scene, collected)
if was_skipped: scene_skipped.emit(-1)
is_collected = true