From c9416492e3b531492d9853c1be617f6cc75799f9 Mon Sep 17 00:00:00 2001 From: betalars Date: Sun, 27 Apr 2025 13:03:07 +0200 Subject: [PATCH] fix #115: when pause is resumed, it now only captures the mouse while player is on top of the focus stack. --- src/logic-scenes/player_controller/player_controller.gd | 2 +- src/main.gd | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/src/logic-scenes/player_controller/player_controller.gd b/src/logic-scenes/player_controller/player_controller.gd index 2cbfd93..a94c034 100644 --- a/src/logic-scenes/player_controller/player_controller.gd +++ b/src/logic-scenes/player_controller/player_controller.gd @@ -1,4 +1,4 @@ -extends RigidBody3D +class_name Player extends RigidBody3D var has_stage: bool = false: set(on_stage): diff --git a/src/main.gd b/src/main.gd index 6ac94fc..b49568f 100644 --- a/src/main.gd +++ b/src/main.gd @@ -69,7 +69,9 @@ func toggle_pause_menu(): get_tree().paused = false var state_machine = menu_animation["parameters/playback"] state_machine.travel("start_game") - Input.mouse_mode = Input.MOUSE_MODE_CAPTURED + #FIXME: this may need a more generic implementation + if State.stage_list[0] is Player: + Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func debug_youth(): get_child(1).hide()