103 lines
2.6 KiB
GDScript
103 lines
2.6 KiB
GDScript
extends Node
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class_name ContainerTween
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signal finished
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enum AnimateOrder {
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AS_IS,
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TOP_TO_BOTTOM,
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BOTTOM_TO_TOP,
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LEFT_TO_RIGHT,
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RIGHT_TO_LEFT
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}
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@export_group("Settings")
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@export var targets: Array[Control]
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@export var runtime_target_parent: Control
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@export var tween_types: Array[String] = ["punch_in"]
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@export var order: AnimateOrder = AnimateOrder.AS_IS
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@export var stagger_delay: float = 0.05
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@export var show_on_start: bool = false
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@export var hide_on_finish: bool = false
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@export var reset_state_on_start: bool = true
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var _tween_generation: int = 0
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var is_running: bool = false
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func start_tween() -> void:
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if is_running:
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return
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is_running = true
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_tween_generation += 1
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var current_gen = _tween_generation
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var sorted_targets: Array[Control] = _get_current_targets()
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match order:
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AnimateOrder.TOP_TO_BOTTOM:
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sorted_targets.sort_custom(func(a, b): return a.global_position.y < b.global_position.y)
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AnimateOrder.BOTTOM_TO_TOP:
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sorted_targets.sort_custom(func(a, b): return a.global_position.y > b.global_position.y)
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AnimateOrder.LEFT_TO_RIGHT:
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sorted_targets.sort_custom(func(a, b): return a.global_position.x < b.global_position.x)
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AnimateOrder.RIGHT_TO_LEFT:
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sorted_targets.sort_custom(func(a, b): return a.global_position.x > b.global_position.x)
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var last_tween: Tween = null
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for target in sorted_targets:
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if current_gen != _tween_generation:
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return
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if is_instance_valid(target):
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if reset_state_on_start:
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target.scale = Vector2.ONE
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target.modulate.a = 1.0
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if show_on_start:
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target.show()
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for type in tween_types:
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var tween = TweenFX.call(type, target)
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if tween is Tween:
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last_tween = tween
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if hide_on_finish and tween is Tween:
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tween.tween_callback(target.hide)
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if stagger_delay > 0.0:
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await get_tree().create_timer(stagger_delay).timeout
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if is_instance_valid(last_tween) and last_tween.is_running():
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await last_tween.finished
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if current_gen == _tween_generation:
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is_running = false
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finished.emit()
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func stop_tween() -> void:
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is_running = false
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_tween_generation += 1
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var current_targets: Array[Control] = _get_current_targets()
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for target in current_targets:
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if is_instance_valid(target):
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TweenFX.stop_all(target)
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func _get_current_targets() -> Array[Control]:
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if !targets.is_empty():
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return targets.duplicate()
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var current_targets: Array[Control] = []
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if runtime_target_parent == null:
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return current_targets
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for child in runtime_target_parent.get_children():
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var target := child as Control
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if target != null:
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current_targets.append(target)
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return current_targets
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