class_name TransitionPlayer extends AnimationPlayer var _transition_room: Node var _transition_door_name: Variant # String or null func room_transition(from_door: Door, to_room_path: String, door_name: Variant): print_debug("to_room_path: %s" % to_room_path) var top: Top = get_tree().root.get_node("Top") # Do not transition if there is already a transition in process if _transition_room != null: #print_debug("Tried to transition to ", room_name, " but a transition was already in process") return if from_door: var player: Player = top.get_node("ActiveRoom").find_child("Player") player.set_forced_input(from_door.enter_towards) # Start animation # The animation calls _change_room at a specific time play("room_trans_start") var room = ResourceLoader.load(to_room_path) _transition_room = room.instantiate() _transition_door_name = door_name if to_room_path != Top.ROOM_MAIN_MENU: top.game_set(Top.SAVE_ACTIVE_ROOM_PATH, to_room_path) top.game_set(Top.SAVE_LAST_DOOR_NAME, door_name) func _transition_start(): var top: Top = get_tree().root.get_node("Top") #print_debug("_transition_start") # If the room hasn't loaded yet, loop until it is while _transition_room == null: await get_tree().create_timer(0.1).timeout top.get_pause_menu().set_room_name(_transition_room.name) top.replace_active_room(_transition_room, _on_room_changed) func _on_room_changed(): var top: Top = get_tree().root.get_node("Top") #print_debug("_on_room_changed") var room = top.get_node("ActiveRoom") var player: Player = room.find_child("Player") if _transition_door_name: var door: Door = room.find_child(_transition_door_name) player.position = door.position player.set_forced_input(door.exit_towards) play("room_trans_end") top.game_save() func _transition_end(): var top: Top = get_tree().root.get_node("Top") #print_debug("_transition_end") _transition_room = null _transition_door_name = null var room = top.get_node("ActiveRoom") var player: Player = room.find_child("Player") if player: player.set_forced_input(null)