Rendering how I want for now

This commit is contained in:
2025-11-28 15:11:58 -06:00
parent d532a9ab21
commit 5573ad815f
15 changed files with 199 additions and 376 deletions

View File

@@ -8,25 +8,25 @@ signal loadProgress(scenePath:String, loadId:int, progress:float)
var watchingIds:Array[int] = []
func _process(delta: float) -> void:
var wIds = watchingIds.duplicate()
for watchId in wIds:
var status = ResourceLoader.load_threaded_get_status(watchId)
if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
watchingIds.erase(watchId)
var resource = ResourceLoader.load_threaded_get(watchId)
loadEnd.emit(watchId, resource)
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
watchingIds.erase(watchId)
loadError.emit(watchId, "Error loading resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
watchingIds.erase(watchId)
loadError.emit(watchId, "Invalid Resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
loadProgress.emit(watchId, 0.0)
pass
var wIds = watchingIds.duplicate()
for watchId in wIds:
var status = ResourceLoader.load_threaded_get_status(watchId)
if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
watchingIds.erase(watchId)
var resource = ResourceLoader.load_threaded_get(watchId)
loadEnd.emit(watchId, resource)
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
watchingIds.erase(watchId)
loadError.emit(watchId, "Error loading resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
watchingIds.erase(watchId)
loadError.emit(watchId, "Invalid Resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
loadProgress.emit(watchId, 0.0)
pass
func load(scenePath:String) -> int:
var loadId = ResourceLoader.load_threaded_request(scenePath)
watchingIds.append(loadId)
loadStart.emit(scenePath, loadId)
return loadId
var loadId = ResourceLoader.load_threaded_request(scenePath)
watchingIds.append(loadId)
loadStart.emit(scenePath, loadId)
return loadId

View File

@@ -1,19 +1,19 @@
class_name SceneSingleton extends Node
enum SceneType {
UNSET,
INITIAL,
OVERWORLD
UNSET,
INITIAL,
OVERWORLD
}
var currentScene:SceneType = SceneType.UNSET
signal sceneChanged(newScene:SceneType)
func _enter_tree() -> void:
currentScene = SceneType.UNSET
currentScene = SceneType.UNSET
func setScene(newScene:SceneType) -> void:
if currentScene == newScene:
return
currentScene = newScene
sceneChanged.emit(currentScene)
if currentScene == newScene:
return
currentScene = newScene
sceneChanged.emit(currentScene)

View File

@@ -1,9 +1,9 @@
class_name TransitionSingleton extends Control
enum FadeType {
NONE,
FADE_IN,
FADE_OUT
NONE,
FADE_IN,
FADE_OUT
}
signal fadeOutStart
@@ -18,64 +18,64 @@ var fadeTime:float = 0.0
var inFade = false
func _enter_tree() -> void:
$Overlay.visible = false
$Overlay.visible = false
func _process(delta: float) -> void:
if fadeType == FadeType.NONE:
return
if fadeType == FadeType.NONE:
return
fadeTime += delta
var t:float = fadeTime / fadeDuration
fadeTime += delta
var t:float = fadeTime / fadeDuration
# Get destination alpha type.
var destAlpha:float = 0.0
var srcAlpha:float
if fadeType == FadeType.FADE_IN:
srcAlpha = 1.0
destAlpha = 0.0
elif fadeType == FadeType.FADE_OUT:
srcAlpha = 0.0
destAlpha = 1.0
# Get destination alpha type.
var destAlpha:float = 0.0
var srcAlpha:float
if fadeType == FadeType.FADE_IN:
srcAlpha = 1.0
destAlpha = 0.0
elif fadeType == FadeType.FADE_OUT:
srcAlpha = 0.0
destAlpha = 1.0
# End?
if t >= 1.0:
fadeUpdate.emit(1.0)
var cFade = fadeType
fadeType = FadeType.NONE
$Overlay.color.a = destAlpha
inFade = false
# End?
if t >= 1.0:
fadeUpdate.emit(1.0)
var cFade = fadeType
fadeType = FadeType.NONE
$Overlay.color.a = destAlpha
inFade = false
if cFade == FadeType.FADE_OUT:
fadeOutEnd.emit()
elif cFade == FadeType.FADE_IN:
fadeInEnd.emit()
return
if cFade == FadeType.FADE_OUT:
fadeOutEnd.emit()
elif cFade == FadeType.FADE_IN:
fadeInEnd.emit()
return
# TODO: Use curves
$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
fadeUpdate.emit(t)
pass
# TODO: Use curves
$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
fadeUpdate.emit(t)
pass
func fade(
fade:FadeType = FadeType.FADE_IN,
duration:float = 0.4,
color:Color = Color(0, 0, 0, 1),
fade:FadeType = FadeType.FADE_IN,
duration:float = 0.4,
color:Color = Color(0, 0, 0, 1),
):
if inFade:
push_error("Transition: Cannot start a new fade while another is in progress.")
return
if inFade:
push_error("Transition: Cannot start a new fade while another is in progress.")
return
$Overlay.visible = true
$Overlay.color = color
fadeDuration = duration
fadeTime = 0
fadeType = fade
inFade = true
$Overlay.visible = true
$Overlay.color = color
fadeDuration = duration
fadeTime = 0
fadeType = fade
inFade = true
if fade == FadeType.FADE_IN:
fadeInStart.emit()
$Overlay.color.a = 0
elif fade == FadeType.FADE_OUT:
fadeOutStart.emit()
$Overlay.color.a = 1
if fade == FadeType.FADE_IN:
fadeInStart.emit()
$Overlay.color.a = 0
elif fade == FadeType.FADE_OUT:
fadeOutStart.emit()
$Overlay.color.a = 1

View File

@@ -2,4 +2,3 @@ class_name UISingleton extends Control
@export var TEXTBOX: VNTextbox
@export var PAUSE: PauseMenu
@onready var MADTALK:Node = $VNTextbox/MadTalk;