Rendering how I want for now
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@@ -8,25 +8,25 @@ signal loadProgress(scenePath:String, loadId:int, progress:float)
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var watchingIds:Array[int] = []
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func _process(delta: float) -> void:
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var wIds = watchingIds.duplicate()
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for watchId in wIds:
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var status = ResourceLoader.load_threaded_get_status(watchId)
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if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
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watchingIds.erase(watchId)
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var resource = ResourceLoader.load_threaded_get(watchId)
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loadEnd.emit(watchId, resource)
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Error loading resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Invalid Resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
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loadProgress.emit(watchId, 0.0)
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pass
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var wIds = watchingIds.duplicate()
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for watchId in wIds:
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var status = ResourceLoader.load_threaded_get_status(watchId)
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if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
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watchingIds.erase(watchId)
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var resource = ResourceLoader.load_threaded_get(watchId)
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loadEnd.emit(watchId, resource)
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Error loading resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Invalid Resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
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loadProgress.emit(watchId, 0.0)
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pass
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func load(scenePath:String) -> int:
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var loadId = ResourceLoader.load_threaded_request(scenePath)
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watchingIds.append(loadId)
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loadStart.emit(scenePath, loadId)
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return loadId
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var loadId = ResourceLoader.load_threaded_request(scenePath)
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watchingIds.append(loadId)
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loadStart.emit(scenePath, loadId)
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return loadId
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@@ -1,19 +1,19 @@
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class_name SceneSingleton extends Node
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enum SceneType {
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UNSET,
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INITIAL,
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OVERWORLD
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UNSET,
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INITIAL,
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OVERWORLD
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}
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var currentScene:SceneType = SceneType.UNSET
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signal sceneChanged(newScene:SceneType)
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func _enter_tree() -> void:
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currentScene = SceneType.UNSET
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currentScene = SceneType.UNSET
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func setScene(newScene:SceneType) -> void:
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if currentScene == newScene:
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return
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currentScene = newScene
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sceneChanged.emit(currentScene)
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if currentScene == newScene:
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return
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currentScene = newScene
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sceneChanged.emit(currentScene)
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@@ -1,9 +1,9 @@
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class_name TransitionSingleton extends Control
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enum FadeType {
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NONE,
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FADE_IN,
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FADE_OUT
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NONE,
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FADE_IN,
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FADE_OUT
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}
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signal fadeOutStart
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@@ -18,64 +18,64 @@ var fadeTime:float = 0.0
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var inFade = false
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func _enter_tree() -> void:
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$Overlay.visible = false
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$Overlay.visible = false
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func _process(delta: float) -> void:
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if fadeType == FadeType.NONE:
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return
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if fadeType == FadeType.NONE:
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return
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fadeTime += delta
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var t:float = fadeTime / fadeDuration
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fadeTime += delta
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var t:float = fadeTime / fadeDuration
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# Get destination alpha type.
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var destAlpha:float = 0.0
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var srcAlpha:float
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if fadeType == FadeType.FADE_IN:
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srcAlpha = 1.0
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destAlpha = 0.0
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elif fadeType == FadeType.FADE_OUT:
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srcAlpha = 0.0
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destAlpha = 1.0
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# Get destination alpha type.
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var destAlpha:float = 0.0
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var srcAlpha:float
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if fadeType == FadeType.FADE_IN:
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srcAlpha = 1.0
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destAlpha = 0.0
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elif fadeType == FadeType.FADE_OUT:
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srcAlpha = 0.0
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destAlpha = 1.0
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# End?
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if t >= 1.0:
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fadeUpdate.emit(1.0)
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var cFade = fadeType
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fadeType = FadeType.NONE
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$Overlay.color.a = destAlpha
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inFade = false
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# End?
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if t >= 1.0:
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fadeUpdate.emit(1.0)
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var cFade = fadeType
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fadeType = FadeType.NONE
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$Overlay.color.a = destAlpha
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inFade = false
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if cFade == FadeType.FADE_OUT:
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fadeOutEnd.emit()
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elif cFade == FadeType.FADE_IN:
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fadeInEnd.emit()
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return
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if cFade == FadeType.FADE_OUT:
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fadeOutEnd.emit()
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elif cFade == FadeType.FADE_IN:
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fadeInEnd.emit()
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return
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# TODO: Use curves
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$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
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fadeUpdate.emit(t)
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pass
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# TODO: Use curves
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$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
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fadeUpdate.emit(t)
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pass
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func fade(
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fade:FadeType = FadeType.FADE_IN,
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duration:float = 0.4,
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color:Color = Color(0, 0, 0, 1),
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fade:FadeType = FadeType.FADE_IN,
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duration:float = 0.4,
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color:Color = Color(0, 0, 0, 1),
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):
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if inFade:
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push_error("Transition: Cannot start a new fade while another is in progress.")
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return
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if inFade:
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push_error("Transition: Cannot start a new fade while another is in progress.")
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return
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$Overlay.visible = true
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$Overlay.color = color
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fadeDuration = duration
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fadeTime = 0
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fadeType = fade
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inFade = true
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$Overlay.visible = true
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$Overlay.color = color
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fadeDuration = duration
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fadeTime = 0
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fadeType = fade
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inFade = true
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if fade == FadeType.FADE_IN:
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fadeInStart.emit()
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$Overlay.color.a = 0
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elif fade == FadeType.FADE_OUT:
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fadeOutStart.emit()
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$Overlay.color.a = 1
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if fade == FadeType.FADE_IN:
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fadeInStart.emit()
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$Overlay.color.a = 0
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elif fade == FadeType.FADE_OUT:
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fadeOutStart.emit()
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$Overlay.color.a = 1
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@@ -2,4 +2,3 @@ class_name UISingleton extends Control
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@export var TEXTBOX: VNTextbox
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@export var PAUSE: PauseMenu
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@onready var MADTALK:Node = $VNTextbox/MadTalk;
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