class_name CutsceneSystem extends Node const Cutscene = preload("res://scripts/Cutscene/Cutscene.gd"); const PauseSystem = preload("res://scripts/System/PauseSystem.gd"); var currentCutscene:Cutscene = null; func getSystems(): return get_tree().current_scene.get_node("Systems"); func _process(delta: float) -> void: if getSystems().PAUSE.getPauseState() == PauseSystem.PauseType.FULLY_PAUSED: return; if currentCutscene != null: currentCutscene.update(delta); func _exit_tree() -> void: if currentCutscene != null: currentCutscene.clear(); func setCurrentCutscene(cutscene:Cutscene) -> void: if currentCutscene != null: currentCutscene.clear(); currentCutscene = cutscene; cutscene.cutsceneSystem = self; currentCutscene.setupCutscene();