Movement tweaks, fade tweaks, stopped ledge jumping, and lighting tweaks
This commit is contained in:
@ -1,5 +1,7 @@
|
||||
extends CanvasLayer
|
||||
|
||||
signal screen_fade_complete
|
||||
|
||||
var in_dialog = false
|
||||
var tip_timer : Timer
|
||||
var zone_timer : Timer
|
||||
@ -14,6 +16,7 @@ func _ready():
|
||||
$Dialog.hide()
|
||||
$Tip.hide()
|
||||
$ZoneLabel.hide()
|
||||
$Fader.connect("fade_complete", self, "_on_screen_fade_complete")
|
||||
|
||||
func is_in_dialog():
|
||||
return in_dialog or $Dialog.is_visible_in_tree()
|
||||
@ -111,3 +114,9 @@ func fade_zone_out():
|
||||
$ZoneLabel.modulate.a = clamp($ZoneLabel.modulate.a - 0.1, 0, 1)
|
||||
if $ZoneLabel.modulate.a == 0:
|
||||
zone_timer.stop()
|
||||
|
||||
func fade_screen(seconds = 1, fade_in=true):
|
||||
$Fader.fade(seconds, fade_in)
|
||||
|
||||
func _on_screen_fade_complete():
|
||||
emit_signal("screen_fade_complete")
|
||||
|
Reference in New Issue
Block a user