diff --git a/src/base-environments/youth_room/interactive_sprite.gd b/src/base-environments/youth_room/interactive_sprite.gd index d45934f..ec90ce9 100644 --- a/src/base-environments/youth_room/interactive_sprite.gd +++ b/src/base-environments/youth_room/interactive_sprite.gd @@ -10,7 +10,6 @@ class_name InteractiveSprite extends Area3D @onready var distance_tween: Tween - var revealed: bool = false: set(reveal): revealed = reveal @@ -32,6 +31,9 @@ var revealed: bool = false: var has_mouse: bool = false +func play_story() -> void: + await ui.story_playable.play() + # Called when the node enters the scene tree for the first time. func _ready(): if interaction_ui: diff --git a/src/base-environments/youth_room/youth_room.gd b/src/base-environments/youth_room/youth_room.gd index 387f5ba..8702fa7 100644 --- a/src/base-environments/youth_room/youth_room.gd +++ b/src/base-environments/youth_room/youth_room.gd @@ -25,18 +25,18 @@ func start_room(): func _play_intro_scene() -> void: - # The intro scene is auto-played, not triggered by CollectableUi - var intro_playable: StoryPlayable = $logic/ScenePlayer/draven - - Scenes.begin_sequence(Scenes.id.YOUTH_DRAEVEN) + # FIXME: Must instead use the actual interactable Input.mouse_mode = Input.MOUSE_MODE_HIDDEN - - # Play the story (StoryPlayable handles its own visibility via animations) - await intro_playable.play() - Input.mouse_mode = Input.MOUSE_MODE_VISIBLE + + # The intro scene is auto-played, not triggered by CollectableUi + var intro: InteractiveSprite = $logic/CeilingMemento + + # Play the story (StoryPlayable handles its own visibility via animations) + await intro.play_story() + Scenes.end_sequence(Scenes.id.YOUTH_DRAEVEN) diff --git a/src/demo-warning.svg.import b/src/demo-warning.svg.import new file mode 100644 index 0000000..c35fac8 --- /dev/null +++ b/src/demo-warning.svg.import @@ -0,0 +1,43 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://c6r2y18qlqsvh" +path="res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://demo-warning.svg" +dest_files=["res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/uastc_level=0 +compress/rdo_quality_loss=0.0 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/channel_remap/red=0 +process/channel_remap/green=1 +process/channel_remap/blue=2 +process/channel_remap/alpha=3 +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 +svg/scale=1.0 +editor/scale_with_editor_scale=false +editor/convert_colors_with_editor_theme=false diff --git a/src/internationalisation.de.translation b/src/internationalisation.de.translation index a9b413c..b7924d0 100644 Binary files a/src/internationalisation.de.translation and b/src/internationalisation.de.translation differ diff --git a/src/internationalisation.en.translation b/src/internationalisation.en.translation index 7aa488f..2816422 100644 Binary files a/src/internationalisation.en.translation and b/src/internationalisation.en.translation differ diff --git a/src/logic-scenes/collectable/collectable_ui.gd b/src/logic-scenes/collectable/collectable_ui.gd index 95b93b1..a42fea3 100644 --- a/src/logic-scenes/collectable/collectable_ui.gd +++ b/src/logic-scenes/collectable/collectable_ui.gd @@ -216,15 +216,6 @@ func vanish() -> void: animation_player.play("vanish") func collect_memento() -> void: -<<<<<<< HEAD - 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 -======= print_debug("CollectableUi.collect_memento() - scene: %s" % Scenes.id.keys()[scene]) # Hide the collectable UI diff --git a/src/singletons/global_state.gd b/src/singletons/global_state.gd index 544d4e9..709cca4 100644 --- a/src/singletons/global_state.gd +++ b/src/singletons/global_state.gd @@ -273,31 +273,6 @@ func leave_stage(actor:Object) -> void: assert(actor in stage_list, "Actor %s not in stage list." % actor) stage_list.erase(actor) -# Used to put a new target on top of the Focus Stack. -func pass_stage_to(target:Object, force = false, lock_focus = false) -> void: - return - -# if "pass_to_actor" in target: -# return pass_stage_to(target.pass_to_actor) -# if (focus_locked or get_tree().paused) and not force: -# push_error(target, " requested focus while it was locked or tree is paused.") -# elif !is_instance_valid(target): -# push_error("Focus instance not valid") -# elif !"has_stage" in target: -# push_error(target, " has no has focus method.") -# else: -# if stage_list.size() > 0: -# if stage_list.front() == target: -# push_warning(target, " is already target. Abort passing focus.") -# return false -# if not stage_list.size() == 0: stage_list.front().has_stage = false -# target.has_stage = true -# if target.has_stage: -# stage_list.push_front(target) -# assert(stage_list.size() < 100) -# focus_locked = lock_focus -# return true -# return false # Currently focused element loses focus, but remains in stack. func free_focus(): @@ -307,12 +282,6 @@ func free_focus(): func reset_focus(): stage_list = [stage_list[-1]] -func transition_stage_to(thief: Object, lock_focus = false): - focus_locked = lock_focus - if stage_list.size() > 0: - if stage_list.front().has_stage: - stage_list.pop_front().has_stage = false - return pass_stage_to(thief, true) func queue_for_stage(target: Object, index: int = 1): stage_list.insert(index, target) diff --git a/src/singletons/scene_reference.gd b/src/singletons/scene_reference.gd index f9e818e..c91cee6 100644 --- a/src/singletons/scene_reference.gd +++ b/src/singletons/scene_reference.gd @@ -43,16 +43,6 @@ func begin_sequence(scene_id: id) -> void: # Emit signal for other systems (music, animations, etc.) scene_starting.emit(scene_id, is_sequence_repeating(scene_id)) -func start_sequence(_index: id): - pass -# if State.pass_stage_to(sequence_actors[index][0].get_object()): -# sequence_actors[index][0].call(index) -# current_sequence = index -# started_sequences = started_sequences | (1 << index) -# scene_starting.emit(current_sequence, is_sequence_repeating(index)) -# else: -# push_error("Sequence could not be started.") - # Called by CollectableUi when it finishes playing a scene func end_sequence(scene_id: id) -> void: print_debug(">>> Scenes.end_sequence(%s)" % id.keys()[scene_id])