blob: d9a4a09d1bb68950b99050d51c30337b1b87b7c6 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
|
class_name TransitionManager
extends CanvasLayer
@onready var top: Top = get_tree().root.get_node("Top")
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):
# 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
$AnimationPlayer.play("room_trans_start")
var room = ResourceLoader.load(to_room_path)
_transition_room = room.instantiate()
_transition_door_name = door_name
func _transition_start():
#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.replace_active_room(_transition_room, _on_room_changed)
func _on_room_changed():
#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)
$AnimationPlayer.play("room_trans_end")
func _transition_end():
#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)
|