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@@ -3,8 +3,9 @@ extends CanvasLayer
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@export var config: SceneConfig
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@export var config: SceneConfig
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@onready var color_rect = $ColorRect
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@onready var color_rect = $ColorRect
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@onready var loading_screen = $LoadingScreen
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@onready var loading_screen = $LoadingScreen
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@export var transition_duration: float = 1
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@export var transition_duration: float = 3
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const SHADER_PATH := "res://core/transition.gdshader"
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const SHADER_PATH := "res://core/transition.gdshader"
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var transaction_material: ShaderMaterial
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func _ready() -> void:
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func _ready() -> void:
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_build_material()
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_build_material()
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@@ -14,10 +15,10 @@ func _ready() -> void:
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color_rect.visible = false
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color_rect.visible = false
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func _build_material() -> void:
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func _build_material() -> void:
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var mat := ShaderMaterial.new()
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transaction_material = ShaderMaterial.new()
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mat.shader = load(SHADER_PATH)
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transaction_material.shader = load(SHADER_PATH)
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#directional gradient: botto-left-> black; top-right -> white
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#directional gradient: bottom-left-> black; top-right -> white
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var g := Gradient.new()
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var g := Gradient.new()
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g.set_color(0, Color.BLACK)
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g.set_color(0, Color.BLACK)
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g.set_color(1, Color.WHITE)
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g.set_color(1, Color.WHITE)
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@@ -41,24 +42,26 @@ func _build_material() -> void:
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shape_tex.width = 64
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shape_tex.width = 64
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shape_tex.height = 64
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shape_tex.height = 64
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mat.set_shader_parameter("base_color", Color.BLACK)
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transaction_material.set_shader_parameter("base_color", Color.BLACK)
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mat.set_shader_parameter("gradient_texture", grad_tex)
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transaction_material.set_shader_parameter("gradient_texture", grad_tex)
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mat.set_shader_parameter("gradient_fixed", false)
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transaction_material.set_shader_parameter("gradient_fixed", false)
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mat.set_shader_parameter("shape_texture", shape_tex)
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transaction_material.set_shader_parameter("shape_texture", shape_tex)
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mat.set_shader_parameter("shape_tiling", 16.0)
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transaction_material.set_shader_parameter("shape_tiling", 16.0)
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mat.set_shader_parameter("shape_rotation", 0.0)
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transaction_material.set_shader_parameter("shape_rotation", 0.0)
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mat.set_shader_parameter("shape_scroll", Vector2.ZERO)
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transaction_material.set_shader_parameter("shape_scroll", Vector2.ZERO)
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mat.set_shader_parameter("shape_feathering", 0.05)
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transaction_material.set_shader_parameter("shape_feathering", 0.05)
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mat.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
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transaction_material.set_shader_parameter("shape_treshold", 1.0) # >=1 -> full at the end of the transation
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mat.set_shader_parameter("width", 0.5)
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transaction_material.set_shader_parameter("width", 0.5)
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color_rect.material = mat
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color_rect.material = transaction_material
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func _update_resolution() -> void:
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func _update_resolution() -> void:
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var s := get_viewport().get_visible_rect().size
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var s := get_viewport().get_visible_rect().size
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if color_rect.material:
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color_rect.material.set_shader_parameter("node_resolution", s)
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color_rect.material.set_shader_parameter("node_resolution", s)
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func _set_factor(v: float) -> void:
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func _set_factor(v: float) -> void:
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if color_rect.material:
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color_rect.material.set_shader_parameter("factor", v)
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color_rect.material.set_shader_parameter("factor", v)
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func cover(duration := 0.5) -> void:
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func cover(duration := 0.5) -> void:
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@@ -73,19 +76,43 @@ func reveal(duration := 0.5) -> void:
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await t.finished
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await t.finished
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color_rect.visible = false
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color_rect.visible = false
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func change_scene(scene_enum: SceneConfig.SceneName) -> void:
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func change_scene_with_standard_fade(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
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if not config or not config.scenes.has(scene_enum):
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if not config or not config.scenes.has(scene_enum):
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return
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return
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color_rect.material = null
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color_rect.color = Color(0,0,0)
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var target_scene: PackedScene = config.scenes[scene_enum]
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var target_scene: PackedScene = config.scenes[scene_enum]
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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if show_loading_label:
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loading_screen.visible = true
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loading_screen.visible = true
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await cover(transition_duration)
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await cover(duration)
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get_tree().change_scene_to_packed(target_scene)
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get_tree().change_scene_to_packed(target_scene)
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await reveal(transition_duration)
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await reveal(duration)
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if show_loading_label:
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loading_screen.visible = false
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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func change_scene(scene_enum: SceneConfig.SceneName, duration: float = transition_duration, show_loading_label: bool = false) -> void:
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if not config or not config.scenes.has(scene_enum):
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return
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color_rect.material = transaction_material
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color_rect.color = Color(0,0,0,0)
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var target_scene: PackedScene = config.scenes[scene_enum]
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color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
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if show_loading_label:
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loading_screen.visible = true
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await cover(duration)
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get_tree().change_scene_to_packed(target_scene)
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await reveal(duration)
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if show_loading_label:
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loading_screen.visible = false
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loading_screen.visible = false
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
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