From ae84dc03465003ee7d9d632f0906e2fda7f37639 Mon Sep 17 00:00:00 2001 From: SyntaX Date: Mon, 27 Jan 2020 16:40:44 +0100 Subject: [PATCH] bugfix: hide "press e to..." after taking items --- Characters/Player/Player.gd | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) diff --git a/Characters/Player/Player.gd b/Characters/Player/Player.gd index b164ea8..77b2650 100644 --- a/Characters/Player/Player.gd +++ b/Characters/Player/Player.gd @@ -78,6 +78,7 @@ func _ready(): _lookCast.cast_to = Vector3(0, 0, INTERACT_DISTANCE) _inventory = get_node("HUD") + assert(null != _inventory) # Set special fast time when in labyrinth if IsInLabyrinth: @@ -164,7 +165,6 @@ func process_collision_layers(): func check_interact(): if _lookCast.is_colliding(): var collider = _lookCast.get_collider() - if null != collider and collider.is_in_group("Touchables"): #show interact tooltip _labelInteract.show() @@ -181,8 +181,8 @@ func check_interact(): collider.do_interact(self) if collider.is_in_group("Collectibles"): _inventory.add_item(collider.name) - #bugfix: remove _prev_look after taken - _prev_look = null + _prev_look = null # remove after taken + _labelInteract.hide() else: #stop showing interact tooltip and disable outline _labelInteract.hide() @@ -253,14 +253,12 @@ func _on_respawn (): yield(_animationFadeOut, "animation_finished") _animationFadeOut.seek(0, true) - # reset values Daytime._set_time(0) - Logger.info("save areas: " + String(_save_areas)) - + #Logger.info("save areas: " + String(_save_areas)) if _save_areas < 1 and not IsInLabyrinth: Logger.info("reload scene") - + Pills._set_level(Pills.get_max()) get_tree().reload_current_scene()