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fix: CameraModeArea limits, they only works in the active scene #80

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merged 2 commits into from
Nov 9, 2023

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@kuruk-mm kuruk-mm commented Nov 8, 2023

feat: new on_active_scene component that emits a signal when the scenes becames active or non-active

Fix #78

How to use it?

  • Add the OnActiveScene.tscn to your scene.
  • Connects the signal on_scene_active to your code.
  • Do whatever you want, when the scene became active.

feat: new on_active_scene component that emits a signal when the scenes becames active or non-active
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codecov-commenter commented Nov 8, 2023

Codecov Report

Attention: 11 lines in your changes are missing coverage. Please review.

Comparison is base (337b37f) 14.55% compared to head (b32fa4b) 14.68%.

Additional details and impacted files
@@            Coverage Diff             @@
##             main      #80      +/-   ##
==========================================
+ Coverage   14.55%   14.68%   +0.13%     
==========================================
  Files          96       97       +1     
  Lines       11542    11573      +31     
==========================================
+ Hits         1680     1700      +20     
- Misses       9862     9873      +11     
Files Coverage Δ
...land-godot-lib/src/scene_runner/godot_dcl_scene.rs 34.42% <100.00%> (+0.81%) ⬆️
...raland-godot-lib/src/scene_runner/scene_manager.rs 5.41% <0.00%> (-0.04%) ⬇️
...land-godot-lib/src/godot_classes/dcl_scene_node.rs 70.83% <70.83%> (ø)

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@kuruk-mm kuruk-mm requested a review from leanmendoza November 8, 2023 19:02
pub struct DclSceneNode {
scene_id: u32,

is_global: bool,
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This is a property of the scene, not of the entity. Could you move this to the SceneRoot and then go until that?

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misunderstood, forget it

pub struct DclSceneNode {
scene_id: u32,

is_global: bool,
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misunderstood, forget it

@kuruk-mm kuruk-mm merged commit 80de428 into main Nov 9, 2023
@kuruk-mm kuruk-mm deleted the fix/camera-mode-area-boundaries branch November 9, 2023 17:43
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CameraModeArea no scene limits
3 participants