From 9eafc316c523f5353949c2b2d989e729ae1af9b5 Mon Sep 17 00:00:00 2001 From: betalars Date: Tue, 3 Jun 2025 23:11:26 +0200 Subject: [PATCH] WIP: better handling for door sequence --- src/logic-scenes/collectable/new_collectable_ui.gd | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/logic-scenes/collectable/new_collectable_ui.gd b/src/logic-scenes/collectable/new_collectable_ui.gd index e138e96..3a4ee3c 100644 --- a/src/logic-scenes/collectable/new_collectable_ui.gd +++ b/src/logic-scenes/collectable/new_collectable_ui.gd @@ -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