mirror of
https://github.com/DramaticShape/DramaticShapeVoxelMod.git
synced 2026-08-12 10:40:50 +02:00
fix issue with fight transition in oak's lab
This commit is contained in:
@@ -293,10 +293,11 @@ applyFull = function(level)
|
||||
-- is solved against (OverworldBattle.forceOG); FULL has just switched staged
|
||||
-- fights on, so the layout follows them.
|
||||
OverworldBattle.forceOG(Game)
|
||||
-- FULL is the whole diorama, and a diorama with a running sky is more of
|
||||
-- one: the clock is set going (CYCLE is the ladder's last rung). Set, not
|
||||
-- held, like everything else here -- the player can pin it back afterwards.
|
||||
DayNight.setting:setIndex(#DayNight.setting.values, Game)
|
||||
-- and the sky on the clock on the wall: FULL pins DAYTIME to SYNC. Unlike
|
||||
-- the rest of the preset this one IS held, not just set -- the row is off
|
||||
-- the menu while FULL owns it (the rows hook below), so a value changed
|
||||
-- under it could never be seen or changed back.
|
||||
DayNight.forceSync(Game)
|
||||
if Game.writeOptions then pcall(Game.writeOptions, Game) end
|
||||
end
|
||||
|
||||
@@ -492,6 +493,9 @@ mod.hooks:wrap("ui.options.rows", function(next, game, rows)
|
||||
dropRow(out, "battleLayout")
|
||||
end
|
||||
if Voxel.isFull(Pipelines.level("voxel")) then
|
||||
-- FULL keeps every mod row off the menu (the early return skips the
|
||||
-- insert below), and holds DAYTIME at SYNC while the row is unreachable
|
||||
DayNight.forceSync(game)
|
||||
return dropRow(out, "pipeline:tiltshift")
|
||||
end
|
||||
local extra = {}
|
||||
@@ -510,6 +514,11 @@ mod.events:on("mod.options_changed", function(payload)
|
||||
-- the OPTIONS row does. The manager persists its own value; this is the one
|
||||
-- that has to follow it.
|
||||
if stagedBattles() then OverworldBattle.forceOG() end
|
||||
-- and DAYTIME changed from the manager's page while FULL owns it snaps
|
||||
-- straight back to SYNC -- the OPTIONS row is hidden, but the manager's is
|
||||
-- not, and FULL's pin must hold against both
|
||||
local Pipelines = require("src.render.Pipelines")
|
||||
if Voxel.isFull(Pipelines.level("voxel")) then DayNight.forceSync() end
|
||||
end)
|
||||
|
||||
-- ------- keeping the geometry in step with the world
|
||||
|
||||
Reference in New Issue
Block a user