101 lines
3.2 KiB
GDScript
101 lines
3.2 KiB
GDScript
extends Control
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@export_file("*.tscn") var next_scene : String
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@export var images : Array[Texture2D]
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@export_group("Animation")
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@export var fade_in_time : float = 0.2
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@export var fade_out_time : float = 0.2
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@export var visible_time : float = 1.6
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@export_group("Transition")
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@export var start_delay : float = 0.5
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@export var end_delay : float = 0.5
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@export var show_loading_screen : bool = false
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var tween : Tween
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var next_image_index : int = 0
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func _load_next_scene() -> void:
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var status = SceneLoader.get_status()
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if show_loading_screen or status != ResourceLoader.THREAD_LOAD_LOADED:
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SceneLoader.change_scene_to_loading_screen()
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else:
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SceneLoader.change_scene_to_resource()
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func _add_textures_to_container(textures : Array[Texture2D]) -> void:
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for texture in textures:
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var texture_rect : TextureRect = TextureRect.new()
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texture_rect.texture = texture
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texture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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texture_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
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texture_rect.modulate.a = 0.0
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%ImagesContainer.call_deferred("add_child", texture_rect)
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func _event_skips_image(event : InputEvent) -> bool:
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return event.is_action_released(&"ui_accept") or event.is_action_released(&"ui_select")
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func _event_skips_intro(event : InputEvent) -> bool:
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return event.is_action_released(&"ui_cancel")
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func _event_is_mouse_button_released(event : InputEvent) -> bool:
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return event is InputEventMouseButton and not event.is_pressed()
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func _unhandled_input(event : InputEvent) -> void:
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if _event_skips_intro(event):
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_load_next_scene()
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elif _event_skips_image(event):
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_show_next_image(false)
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func _gui_input(event : InputEvent) -> void:
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if _event_is_mouse_button_released(event):
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_show_next_image(false)
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func _transition_out() -> void:
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await get_tree().create_timer(end_delay).timeout
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_load_next_scene()
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func _transition_in() -> void:
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await get_tree().create_timer(start_delay).timeout
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if next_image_index == 0:
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_show_next_image()
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func _wait_and_fade_out(texture_rect : TextureRect) -> void:
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var _compare_next_index = next_image_index
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await get_tree().create_timer(visible_time, false).timeout
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if _compare_next_index != next_image_index : return
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tween = create_tween()
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tween.tween_property(texture_rect, "modulate:a", 0.0, fade_out_time)
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await tween.finished
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_show_next_image.call_deferred()
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func _hide_previous_image() -> void:
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if tween and tween.is_running():
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tween.stop()
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if %ImagesContainer.get_child_count() == 0:
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return
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var current_image = %ImagesContainer.get_child(next_image_index - 1)
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if current_image:
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current_image.modulate.a = 0.0
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func _show_next_image(animated : bool = true) -> void:
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_hide_previous_image()
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if next_image_index >= %ImagesContainer.get_child_count():
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if animated:
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_transition_out()
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else:
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_load_next_scene()
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return
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var texture_rect = %ImagesContainer.get_child(next_image_index)
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if animated:
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tween = create_tween()
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tween.tween_property(texture_rect, "modulate:a", 1.0, fade_in_time)
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await tween.finished
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else:
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texture_rect.modulate.a = 1.0
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next_image_index += 1
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_wait_and_fade_out(texture_rect)
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func _ready() -> void:
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SceneLoader.load_scene(next_scene, true)
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_add_textures_to_container(images)
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_transition_in()
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