Small tweak to floor number display, increased chinthe speed, fix Return To Overworld option on floor clear menu

This commit is contained in:
2026-06-06 17:19:48 -07:00
parent 947d311f27
commit 72f8b5c050
11 changed files with 134 additions and 72 deletions
@@ -43,19 +43,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
public void OnResolved()
{
_player.ExperiencePointsComponent.Level.Sync += Level_Sync;
_player.ExperiencePointsComponent.CurrentExp.Sync += Exp_Sync;
_player.ExperiencePointsComponent.ExpToNextLevel.Sync += Exp_Sync;
_player.HealthComponent.CurrentHP.Sync += HP_Sync;
_player.HealthComponent.MaximumHP.Sync += HP_Sync;
_player.VTComponent.CurrentVT.Sync += VT_Sync;
_player.VTComponent.MaximumVT.Sync += VT_Sync;
_player.AttackComponent.CurrentAttack.Sync += Attack_Sync;
_player.AttackComponent.MaximumAttack.Sync += Attack_Sync;
_player.DefenseComponent.CurrentDefense.Sync += Defense_Sync;
_player.DefenseComponent.MaximumDefense.Sync += Defense_Sync;
_player.EquipmentComponent.EquipmentChanged += EquipmentComponent_EquipmentChanged;
_map.CurrentFloorNumber.Sync += CurrentFloorNumber_Sync;
EnableUISync();
AnimationPlayer.AnimationFinished += AnimationPlayer_AnimationFinished;
AnimationPlayer.AnimationStarted += AnimationPlayer_AnimationStarted;
@@ -104,6 +92,7 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
}
if (animName == "fade_out")
{
DisableUISync();
_fadingIn = false;
ContinueButton.CallDeferred(MethodName.ReleaseFocus);
}
@@ -119,6 +108,43 @@ public partial class LoadNextLevel : Control, IFloorClearMenu
ExitButton.FocusMode = FocusModeEnum.All;
}
if (animName == "fade_out")
{
EnableUISync();
TransitionCompleted?.Invoke();
}
}
private void EnableUISync()
{
_player.ExperiencePointsComponent.Level.Sync += Level_Sync;
_player.ExperiencePointsComponent.CurrentExp.Sync += Exp_Sync;
_player.ExperiencePointsComponent.ExpToNextLevel.Sync += Exp_Sync;
_player.HealthComponent.CurrentHP.Sync += HP_Sync;
_player.HealthComponent.MaximumHP.Sync += HP_Sync;
_player.VTComponent.CurrentVT.Sync += VT_Sync;
_player.VTComponent.MaximumVT.Sync += VT_Sync;
_player.AttackComponent.CurrentAttack.Sync += Attack_Sync;
_player.AttackComponent.MaximumAttack.Sync += Attack_Sync;
_player.DefenseComponent.CurrentDefense.Sync += Defense_Sync;
_player.DefenseComponent.MaximumDefense.Sync += Defense_Sync;
_player.EquipmentComponent.EquipmentChanged += EquipmentComponent_EquipmentChanged;
_map.CurrentFloorNumber.Sync += CurrentFloorNumber_Sync;
}
private void DisableUISync()
{
_player.ExperiencePointsComponent.Level.Sync -= Level_Sync;
_player.ExperiencePointsComponent.CurrentExp.Sync -= Exp_Sync;
_player.ExperiencePointsComponent.ExpToNextLevel.Sync -= Exp_Sync;
_player.HealthComponent.CurrentHP.Sync -= HP_Sync;
_player.HealthComponent.MaximumHP.Sync -= HP_Sync;
_player.VTComponent.CurrentVT.Sync -= VT_Sync;
_player.VTComponent.MaximumVT.Sync -= VT_Sync;
_player.AttackComponent.CurrentAttack.Sync -= Attack_Sync;
_player.AttackComponent.MaximumAttack.Sync -= Attack_Sync;
_player.DefenseComponent.CurrentDefense.Sync -= Defense_Sync;
_player.DefenseComponent.MaximumDefense.Sync -= Defense_Sync;
_player.EquipmentComponent.EquipmentChanged -= EquipmentComponent_EquipmentChanged;
_map.CurrentFloorNumber.Sync -= CurrentFloorNumber_Sync;
}
}