Files
tgcc/core/scene_manager/scene_manager.gd
m.sonaglioni 7db1df9ab6 polish9
Co-authored-by: m.sonaglioni <m.sonaglioni@jmpgames.it>
Co-committed-by: m.sonaglioni <m.sonaglioni@jmpgames.it>
2026-06-30 19:58:03 +00:00

209 lines
6.9 KiB
GDScript

extends CanvasLayer
@export var config: SceneConfig
@export_group("Transition Timings")
@export var fade_in_duration: float = 0.5
@export var black_screen_duration: float = 1.0
@export var fade_out_duration: float = 0.5
@export var logo_fade_in_duration: float = 0.3
@export var logo_fade_out_duration: float = 0.3
@export_group("Cozy Animation")
@export var sway_speed: float = 2.5 # Velocità dell'oscillazione (più alto = più veloce)
@export var max_sway_angle: float = 6.0 # Gradi massimi di inclinazione a destra/sinistra
@export var pulse_speed: float = 2.0 # Velocità del "respiro"
@export var pulse_amount: float = 0.015 # Quanto si ingrandisce/rimpicciolisce il logo
@export_group("Shader Parameters")
@export var base_color: Color = Color.BLACK
@export var shape_tiling: float = 16.0
@export var shape_rotation: float = 0.0
@export var shape_scroll: Vector2 = Vector2.ZERO
@export var shape_feathering: float = 0.05
@export var shape_treshold: float = 1.0
@export var width: float = 0.5
@onready var color_rect = $ColorRect
@onready var loading_screen = $LoadingScreen
@onready var logo = $LoadingScreen/Logo
const SHADER_PATH := "res://core/transition.gdshader"
var transaction_material: ShaderMaterial
var time_passed: float = 0.0
var initial_scale: Vector2 = Vector2.ONE
var scale_captured: bool = false
func _ready() -> void:
_build_material()
_update_resolution()
get_viewport().size_changed.connect(_update_resolution)
_set_factor(0.0)
color_rect.z_index = 0
loading_screen.z_index = 1
color_rect.visible = false
loading_screen.visible = false
loading_screen.modulate.a = 0.0
func _process(delta: float) -> void:
if loading_screen.visible and logo and logo.visible:
# Cattura la scala originale (0.22) impostata nell'editor alla prima attivazione
if not scale_captured:
initial_scale = logo.scale
scale_captured = true
time_passed += delta
# 1. EFFETTO DONDOLIO (Usa il seno per oscillare morbidamente)
var target_rotation = sin(time_passed * sway_speed) * deg_to_rad(max_sway_angle)
logo.rotation = target_rotation
# 2. EFFETTO RESPIRO (Modifica leggermente lo scale partendo da quello base)
var pulse = sin(time_passed * pulse_speed) * pulse_amount
logo.scale = initial_scale + Vector2(pulse, pulse)
else:
# Reset del timer quando la schermata si chiude per ripartire da zero la prossima volta
time_passed = 0.0
func _build_material() -> void:
transaction_material = ShaderMaterial.new()
transaction_material.shader = load(SHADER_PATH)
var g := Gradient.new()
g.set_color(0, Color.BLACK)
g.set_color(1, Color.WHITE)
var grad_tex := GradientTexture2D.new()
grad_tex.gradient = g
grad_tex.fill = GradientTexture2D.FILL_LINEAR
grad_tex.fill_from = Vector2(0.0, 1.0)
grad_tex.fill_to = Vector2(1.0, 0.0)
grad_tex.width = 256
grad_tex.height = 256
var sg := Gradient.new()
sg.set_color(0, Color.WHITE)
sg.set_color(1, Color.BLACK)
var shape_tex := GradientTexture2D.new()
shape_tex.gradient = sg
shape_tex.fill = GradientTexture2D.FILL_RADIAL
shape_tex.fill_from = Vector2(0.5, 0.5)
shape_tex.fill_to = Vector2(0.5, 0.0)
shape_tex.width = 64
shape_tex.height = 64
transaction_material.set_shader_parameter("base_color", base_color)
transaction_material.set_shader_parameter("gradient_texture", grad_tex)
transaction_material.set_shader_parameter("gradient_fixed", false)
transaction_material.set_shader_parameter("shape_texture", shape_tex)
transaction_material.set_shader_parameter("shape_tiling", shape_tiling)
transaction_material.set_shader_parameter("shape_rotation", shape_rotation)
transaction_material.set_shader_parameter("shape_scroll", shape_scroll)
transaction_material.set_shader_parameter("shape_feathering", shape_feathering)
transaction_material.set_shader_parameter("shape_treshold", shape_treshold)
transaction_material.set_shader_parameter("width", width)
color_rect.material = transaction_material
func _update_resolution() -> void:
var s := get_viewport().get_visible_rect().size
if color_rect.material:
color_rect.material.set_shader_parameter("node_resolution", s)
func _set_factor(v: float) -> void:
if color_rect.material:
color_rect.material.set_shader_parameter("factor", v)
func cover(duration := 0.5) -> void:
color_rect.visible = true
var t := create_tween()
t.tween_method(_set_factor, 0.0, 1.0, duration)
await t.finished
func reveal(duration := 0.5) -> void:
var t := create_tween()
t.tween_method(_set_factor, 1.0, 0.0, duration)
await t.finished
color_rect.visible = false
func _setup_logo_safety() -> void:
if logo and logo.texture:
logo.visible = true
var texture_center = logo.texture.get_size() / 2
if logo.pivot_offset != texture_center:
var old_pivot = logo.pivot_offset
logo.pivot_offset = texture_center
logo.position -= (texture_center - old_pivot) * (Vector2.ONE - logo.scale)
func change_scene_with_standard_fade(scene_enum: SceneConfig.SceneName, show_loading_label: bool = true) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = null
color_rect.color = Color(0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
await cover(fade_in_duration)
get_tree().change_scene_to_packed(target_scene)
if show_loading_label:
_setup_logo_safety()
loading_screen.modulate.a = 0.0
loading_screen.visible = true
var tween_in = create_tween()
tween_in.tween_property(loading_screen, "modulate:a", 1.0, logo_fade_in_duration)
await tween_in.finished
if black_screen_duration > 0.0:
await get_tree().create_timer(black_screen_duration).timeout
if show_loading_label:
var tween_out = create_tween()
tween_out.tween_property(loading_screen, "modulate:a", 0.0, logo_fade_out_duration)
await tween_out.finished
loading_screen.visible = false
await reveal(fade_out_duration)
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func change_scene(scene_enum: SceneConfig.SceneName, show_loading_label: bool = true) -> void:
if not config or not config.scenes.has(scene_enum):
return
color_rect.material = transaction_material
color_rect.color = Color(0,0,0,0)
var target_scene: PackedScene = config.scenes[scene_enum]
color_rect.mouse_filter = Control.MOUSE_FILTER_STOP
await cover(fade_in_duration)
get_tree().change_scene_to_packed(target_scene)
if show_loading_label:
_setup_logo_safety()
loading_screen.modulate.a = 0.0
loading_screen.visible = true
var tween_in = create_tween()
tween_in.tween_property(loading_screen, "modulate:a", 1.0, logo_fade_in_duration)
await tween_in.finished
if black_screen_duration > 0.0:
await get_tree().create_timer(black_screen_duration).timeout
if show_loading_label:
var tween_out = create_tween()
tween_out.tween_property(loading_screen, "modulate:a", 0.0, logo_fade_out_duration)
await tween_out.finished
loading_screen.visible = false
await reveal(fade_out_duration)
color_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
func quit_game() -> void:
get_tree().quit()