Fixed pause on weapon selection screen
This commit is contained in:
+10
-8
@@ -15,7 +15,7 @@ var current_passage : PassageData
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var _current_passage_scene : Passage
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var _current_passage_scene : Passage
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var _current_area_map_scene : AreaMap
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var _current_area_map_scene : AreaMap
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var weapon_selection_screen : WeaponSelectionScreen
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var _weapon_selection_screen : WeaponSelectionScreen
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@onready var pause_screen : Control = $PauseScreen
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@onready var pause_screen : Control = $PauseScreen
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@@ -33,8 +33,10 @@ func _ready() -> void:
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func _input(event: InputEvent) -> void:
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func _input(event: InputEvent) -> void:
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var is_game_starded := _weapon_selection_screen == null
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var is_game_over := victory_screen.visible or game_over_screen.visible
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var is_game_over := victory_screen.visible or game_over_screen.visible
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if event.is_action_pressed("pause") and not is_game_over:
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var use_pause := is_game_starded and not is_game_over
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if event.is_action_pressed("pause") and use_pause:
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pause_screen.show()
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pause_screen.show()
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get_tree().paused = true
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get_tree().paused = true
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@@ -52,11 +54,11 @@ func start_game(game_data: GameData) -> void:
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func _show_weapon_selection_screen() -> void:
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func _show_weapon_selection_screen() -> void:
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if weapon_selection_screen != null: weapon_selection_screen.queue_free()
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if _weapon_selection_screen != null: _weapon_selection_screen.queue_free()
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weapon_selection_screen = WEAPON_SELECTION_SCREEN.instantiate()
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_weapon_selection_screen = WEAPON_SELECTION_SCREEN.instantiate()
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add_child(weapon_selection_screen)
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add_child(_weapon_selection_screen)
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weapon_selection_screen.world_data = world_data
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_weapon_selection_screen.world_data = world_data
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weapon_selection_screen.weapon_selected.connect(_on_weapon_selected)
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_weapon_selection_screen.weapon_selected.connect(_on_weapon_selected)
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func _fill_data(game_data: GameData) -> bool:
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func _fill_data(game_data: GameData) -> bool:
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@@ -128,7 +130,7 @@ func _create_passage(passage_data: PassageData) -> void:
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func _on_weapon_selected(weapon_data: WeaponData) -> void:
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func _on_weapon_selected(weapon_data: WeaponData) -> void:
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if weapon_selection_screen != null: weapon_selection_screen.queue_free()
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if _weapon_selection_screen != null: _weapon_selection_screen.queue_free()
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SaveManager.player_data.weapons.append(weapon_data)
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SaveManager.player_data.weapons.append(weapon_data)
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SaveManager.player_data.is_new_game = false
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SaveManager.player_data.is_new_game = false
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