Small tweak to floor number display, increased chinthe speed, fix Return To Overworld option on floor clear menu
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@@ -43,19 +43,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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public void OnResolved()
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{
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_player.ExperiencePointsComponent.Level.Sync += Level_Sync;
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_player.ExperiencePointsComponent.CurrentExp.Sync += Exp_Sync;
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_player.ExperiencePointsComponent.ExpToNextLevel.Sync += Exp_Sync;
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_player.HealthComponent.CurrentHP.Sync += HP_Sync;
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_player.HealthComponent.MaximumHP.Sync += HP_Sync;
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_player.VTComponent.CurrentVT.Sync += VT_Sync;
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_player.VTComponent.MaximumVT.Sync += VT_Sync;
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_player.AttackComponent.CurrentAttack.Sync += Attack_Sync;
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_player.AttackComponent.MaximumAttack.Sync += Attack_Sync;
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_player.DefenseComponent.CurrentDefense.Sync += Defense_Sync;
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_player.DefenseComponent.MaximumDefense.Sync += Defense_Sync;
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_player.EquipmentComponent.EquipmentChanged += EquipmentComponent_EquipmentChanged;
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_map.CurrentFloorNumber.Sync += CurrentFloorNumber_Sync;
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EnableUISync();
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AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
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AnimationPlayer.AnimationStarted += AnimationPlayer_AnimationStarted;
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@@ -104,6 +92,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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}
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if (animName == "fade_out")
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{
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DisableUISync();
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_fadingIn = false;
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ContinueButton.CallDeferred(MethodName.ReleaseFocus);
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}
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@@ -119,6 +108,43 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
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ExitButton.FocusMode = FocusModeEnum.All;
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}
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if (animName == "fade_out")
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{
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EnableUISync();
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TransitionCompleted?.Invoke();
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}
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}
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private void EnableUISync()
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{
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_player.ExperiencePointsComponent.Level.Sync += Level_Sync;
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_player.ExperiencePointsComponent.CurrentExp.Sync += Exp_Sync;
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_player.ExperiencePointsComponent.ExpToNextLevel.Sync += Exp_Sync;
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_player.HealthComponent.CurrentHP.Sync += HP_Sync;
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_player.HealthComponent.MaximumHP.Sync += HP_Sync;
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_player.VTComponent.CurrentVT.Sync += VT_Sync;
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_player.VTComponent.MaximumVT.Sync += VT_Sync;
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_player.AttackComponent.CurrentAttack.Sync += Attack_Sync;
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_player.AttackComponent.MaximumAttack.Sync += Attack_Sync;
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_player.DefenseComponent.CurrentDefense.Sync += Defense_Sync;
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_player.DefenseComponent.MaximumDefense.Sync += Defense_Sync;
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_player.EquipmentComponent.EquipmentChanged += EquipmentComponent_EquipmentChanged;
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_map.CurrentFloorNumber.Sync += CurrentFloorNumber_Sync;
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}
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private void DisableUISync()
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{
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_player.ExperiencePointsComponent.Level.Sync -= Level_Sync;
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_player.ExperiencePointsComponent.CurrentExp.Sync -= Exp_Sync;
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_player.ExperiencePointsComponent.ExpToNextLevel.Sync -= Exp_Sync;
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_player.HealthComponent.CurrentHP.Sync -= HP_Sync;
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_player.HealthComponent.MaximumHP.Sync -= HP_Sync;
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_player.VTComponent.CurrentVT.Sync -= VT_Sync;
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_player.VTComponent.MaximumVT.Sync -= VT_Sync;
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_player.AttackComponent.CurrentAttack.Sync -= Attack_Sync;
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_player.AttackComponent.MaximumAttack.Sync -= Attack_Sync;
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_player.DefenseComponent.CurrentDefense.Sync -= Defense_Sync;
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_player.DefenseComponent.MaximumDefense.Sync -= Defense_Sync;
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_player.EquipmentComponent.EquipmentChanged -= EquipmentComponent_EquipmentChanged;
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_map.CurrentFloorNumber.Sync -= CurrentFloorNumber_Sync;
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}
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}
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