Edit:
Within the same script that instances the scene, I want it to "self destruct" immediately as soon as, in this case, focus_out()
happens, so it calls the function nowyouseemenot()
within:
func _focus_out():
scene_with_tween.nowyouseemenot()
So within scenewithtween:
func nowyouseemenot():
print ("begone!")
queue_free()
"begone!" is being printed! But the scene is not being destroyed... I tried visible = false
as well and for the Child-Node (Sprite) $Sprite.queue_free()
... but nothing happens.
What am I missing?
I'd like to add another EDIT:
Pausing appears to fit in this as well. If I pause the game, everything "freezes" properly, except for the instanced scenes - they finish their "cycle" while everything else stands still. So obviously get_tree().paused = true
only applies to the scene containing a script with that line but does not apply to any currently instanced scene.
So the question is, how can a currently running instanced scene be integrated into a "pausing"? Any thought on this is much appreciated!