Partially fix the active controller

This commit is contained in:
2022-08-14 11:24:48 +01:00
parent 47f59a7a6d
commit a7256d56ed
4 changed files with 17 additions and 3 deletions

View File

@ -11,7 +11,8 @@ func _process(_delta):
func the_pausing():
# iterate through the children, allowing only the current active node to run
for i in len(get_children()):
get_child(i).pause_mode = 0 if i == current_active else 1
if get_child(i).has_signal("scene_finished"): # only change if active var should exist
get_child(i).active = true if i == current_active else false
func the_connecting():
@ -23,7 +24,7 @@ func the_connecting():
if (get_child(i).has_signal("scene_finished") and
get_child(i).get_signal_connection_list("scene_finished") == []):
get_child(i).connect("scene_finished", self, child_finished())
get_child(i).connect("scene_finished", self, "child_finished")
# connect the failed signal if it exists and
@ -31,7 +32,7 @@ func the_connecting():
if (get_child(i).has_signal("scene_failed") and
get_child(i).get_signal_connection_list("scene_failed") == []):
get_child(i).connect("scene_failed", self, child_failed())
get_child(i).connect("scene_failed", self, "child_failed")
func child_finished():