only reset time if player is in save area, not loosing collected items

This commit is contained in:
incredibleLeitman 2020-01-25 17:21:50 +01:00
parent 7ecae0cc3d
commit ff326379fb

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@ -31,6 +31,7 @@ var _dir = Vector3()
var _vel = Vector3() var _vel = Vector3()
var _is_sprinting : bool var _is_sprinting : bool
var _illegal_areas : int var _illegal_areas : int
var _save_areas : int
var _prev_look var _prev_look
# TODO: move to global # TODO: move to global
@ -198,29 +199,38 @@ func _on_area_entered (area: Area):
elif area.is_in_group("Forbidden"): elif area.is_in_group("Forbidden"):
Logger.info("entering forbidden area!") Logger.info("entering forbidden area!")
_illegal_areas += 1 _illegal_areas += 1
elif area.is_in_group("Savehouse"):
Logger.info("entering save area!")
_save_areas += 1
func _on_area_exited (area: Area): func _on_area_exited (area: Area):
if area.is_in_group("Forbidden"): if area.is_in_group("Forbidden"):
Logger.info("leaving forbidden area!") Logger.info("leaving forbidden area!")
_illegal_areas -= 1 _illegal_areas -= 1
elif area.is_in_group("Savehouse"):
Logger.info("leaving save area!")
_save_areas -= 1
func _on_respawn (): func _on_respawn ():
Logger.info("respawning") Logger.info("respawning")
# fade to black and restart scene # fade to black and restart scene
_inventory.hide() _inventory.hide()
_animationFadeOut.play("FadeOut") _animationFadeOut.play("FadeOut")
yield(_animationFadeOut, "animation_finished") yield(_animationFadeOut, "animation_finished")
_animationFadeOut.seek(0, true)
# reset values # reset values
_animationFadeOut.seek(0, true)
Pills._set_level(Pills.get_max()) Pills._set_level(Pills.get_max())
Daytime._set_time(0) Daytime._set_time(0)
get_tree().reload_current_scene() Logger.info("save areas: " + String(_save_areas))
if _save_areas < 1:
Logger.info("reload scene")
get_tree().reload_current_scene()
_inventory.show()
func Is_in_Illegal_Area (): func Is_in_Illegal_Area ():