Fixing a lock when the player is moving from one room to the other
This was due to a store not properly unsubscribed when changing rooms.
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@ -161,6 +161,7 @@ export class GameScene extends DirtyScene {
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private createPromiseResolve!: (value?: void | PromiseLike<void>) => void;
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private createPromiseResolve!: (value?: void | PromiseLike<void>) => void;
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private iframeSubscriptionList!: Array<Subscription>;
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private iframeSubscriptionList!: Array<Subscription>;
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private peerStoreUnsubscribe!: () => void;
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private peerStoreUnsubscribe!: () => void;
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private biggestAvailableAreaStoreUnsubscribe!: () => void;
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MapUrlFile: string;
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MapUrlFile: string;
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RoomId: string;
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RoomId: string;
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instance: string;
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instance: string;
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@ -501,7 +502,7 @@ export class GameScene extends DirtyScene {
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this.reposition();
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this.reposition();
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// From now, this game scene will be notified of reposition events
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// From now, this game scene will be notified of reposition events
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biggestAvailableAreaStore.subscribe((box) => this.updateCameraOffset(box));
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this.biggestAvailableAreaStoreUnsubscribe = biggestAvailableAreaStore.subscribe((box) => this.updateCameraOffset(box));
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this.triggerOnMapLayerPropertyChange();
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this.triggerOnMapLayerPropertyChange();
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this.listenToIframeEvents();
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this.listenToIframeEvents();
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@ -1025,6 +1026,7 @@ ${escapedMessage}
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this.pinchManager?.destroy();
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this.pinchManager?.destroy();
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this.emoteManager.destroy();
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this.emoteManager.destroy();
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this.peerStoreUnsubscribe();
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this.peerStoreUnsubscribe();
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this.biggestAvailableAreaStoreUnsubscribe();
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mediaManager.hideGameOverlay();
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mediaManager.hideGameOverlay();
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