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class_name TransitionPlayer
extends AnimationPlayer
signal transition_finished
signal room_changed
var _transition_room: Node
var _transition_door_name: Variant # String or null
var _override_player_fn: Variant # Callable or null
func room_transition(from_door: Door,
to_room_path: String,
door_name: Variant,
override_player_fn: Variant = null):
print_debug("Transitioning 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: return
if from_door:
var player: Player = top.get_node("ActiveRoom").find_child("Player")
player.request_state_forced(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
_override_player_fn = override_player_fn
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)
await transition_finished
func _transition_start():
var top: Top = get_tree().root.get_node("Top")
# If the room hasn't loaded yet, loop until it is
while _transition_room == null:
await get_tree().create_timer(0.1).timeout
top.pause_menu.get_map().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")
var room = top.get_node("ActiveRoom")
var player: Player = room.find_child("Player")
if _transition_door_name and player:
var door: Door = room.find_child(_transition_door_name)
player.position = door.position
player.request_state_forced(door.exit_towards)
top.game_save()
play("room_trans_end")
room_changed.emit()
func _transition_end():
var top: Top = get_tree().root.get_node("Top")
_transition_room = null
_transition_door_name = null
var room = top.get_node("ActiveRoom")
var player: Player = room.find_child("Player")
if _override_player_fn:
_override_player_fn.call(player)
elif player:
player.request_state_normal()
_override_player_fn = null
transition_finished.emit()
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