From a0f190fef7130876c74d75c179e408a828ca2fe1 Mon Sep 17 00:00:00 2001 From: Tiger Jove Date: Sat, 13 Dec 2025 13:49:08 +0100 Subject: [PATCH] fix: savegame debug spam, new savegame only creates once --- src/base-environments/volunteer_room/shared_flat.gd | 2 +- src/base-environments/youth_room/Collectable.gd | 4 ++-- src/base-environments/youth_room/crouch_volume.gd | 4 ++-- src/dev-util/savegame.gd | 1 - src/logic-scenes/player_controller/player_controller.gd | 2 +- 5 files changed, 6 insertions(+), 7 deletions(-) diff --git a/src/base-environments/volunteer_room/shared_flat.gd b/src/base-environments/volunteer_room/shared_flat.gd index 4813df9..4ede5d0 100644 --- a/src/base-environments/volunteer_room/shared_flat.gd +++ b/src/base-environments/volunteer_room/shared_flat.gd @@ -4,7 +4,7 @@ signal ini_room @onready var card_board: CardBoard = %Board @onready var card_picker: CardPicker = %Picker -@onready var player: Player = %PlayerController +@onready var player: PlayerController = %PlayerController func start_room(): save_game = State.save_game diff --git a/src/base-environments/youth_room/Collectable.gd b/src/base-environments/youth_room/Collectable.gd index 08746e3..fc23c05 100644 --- a/src/base-environments/youth_room/Collectable.gd +++ b/src/base-environments/youth_room/Collectable.gd @@ -43,14 +43,14 @@ func _on_mouse_exited(): ui.is_collapsed = true has_mouse = false -func try_reveal(for_player: Player) -> bool: +func try_reveal(for_player: PlayerController) -> bool: print_debug("reveal ui!") revealed = ui.try_reveal() if revealed: call_deferred("wait_for_ui_exit", for_player) return revealed -func wait_for_ui_exit(for_player: Player): +func wait_for_ui_exit(for_player: PlayerController): await for_player.ui_exited collapse() diff --git a/src/base-environments/youth_room/crouch_volume.gd b/src/base-environments/youth_room/crouch_volume.gd index 1ca39c4..ef2fe96 100644 --- a/src/base-environments/youth_room/crouch_volume.gd +++ b/src/base-environments/youth_room/crouch_volume.gd @@ -6,10 +6,10 @@ func ready(): func notify_player_entry(body: RigidBody3D): print_debug("Player entered Crouch area.") - if body is Player: + if body is PlayerController: body.inside_crouch_volume.append(self) func notify_player_exit(body: RigidBody3D): - if body is Player: + if body is PlayerController: body.inside_crouch_volume.erase(self) body.crouched = false diff --git a/src/dev-util/savegame.gd b/src/dev-util/savegame.gd index b1181fa..62b2299 100644 --- a/src/dev-util/savegame.gd +++ b/src/dev-util/savegame.gd @@ -8,7 +8,6 @@ var current_room_path: String: @export var filepath: String: set(value): - print_debug("Savegame: setting filepath: %s" % value) filepath = value if _is_initialised: changed.emit() diff --git a/src/logic-scenes/player_controller/player_controller.gd b/src/logic-scenes/player_controller/player_controller.gd index 8d0443f..22061e0 100644 --- a/src/logic-scenes/player_controller/player_controller.gd +++ b/src/logic-scenes/player_controller/player_controller.gd @@ -1,4 +1,4 @@ -class_name Player extends RigidBody3D +class_name PlayerController extends RigidBody3D var has_stage: bool = false: set(on_stage):