#Issues with execution order

5 messages · Page 1 of 1 (latest)

tribal junco
#

order shown via debug statements when first entering gameplay state:

(all maps in level get hidden )
INFO game::scene: hid entity 44v2
...
(sets starting scene)
INFO game::scene: starting scene set
INFO game::level: spawned colliders
(hides map not in current scenes list (again?))
INFO game::scene: hid entity 46v2
(enable all maps, layers, objects for visibility propagation)
INFO game::level: enabled all entities
(disable all maps, layers, objects and colliders)
INFO game::level: disabled entity 107v1
...
INFO game::level: disabled collider 201v1
...
(unhide the maps that are in the current scene)
INFO game::scene: unhid entity 45v2
...
(new colliders get spawned from map idk why?)
INFO game::level: spawned colliders
(enable all maps, layers, objects for visibility propagation)
INFO game::level: enabled all entities
(disable only the maps, layers, objects not in the current scenes)
INFO game::level: disabled entity 107v1
...
(enable all colliders that are no longer hidden)
INFO game::level: enabled collider 199v1
...
(compute the grid after all the disabling and hiding logic is done)
INFO game::path_finding: computed grid
#

order shown via debug statements when entering gameplay state again after loading new level:

(not all maps are hidden this time as CurrentGameScenes exists already and wasn't deleted between level transitions)
(sets starting scene and clears previously set current game scenes list)
INFO game::scene: starting scene set
INFO game::level: spawned colliders
INFO game::level: enabled all entities
(computes grid before visibility checks have been executed ???)
INFO game::path_finding: computed grid
(new colliders get spawned from map idk why?)
INFO game::level: spawned colliders
INFO game::level: enabled all entities
(computes grid before visibility checks have been executed again???)
INFO game::path_finding: computed grid
(doesn't check visibility for multiple frames)
INFO game::level: enabled all entities
...
(finally hides the map)
INFO game::scene: hid entity 128v5
INFO game::level: enabled all entities
INFO game::level: disabled entity 113v4
INFO game::level: disabled entity 128v5
INFO game::level: disabled collider 49v3