extends Control export var next_screen: PackedScene var skipping: bool = false onready var team_sg: TextureRect = $TeamSG onready var godot: TextureRect = $Godot func _ready() -> void: yield(get_tree().create_timer(0.5), "timeout") Fade.fade_out(0.4) yield(Fade, "fade_finished") team_sg.visible = true Fade.fade_in(0.4) yield(Fade, "fade_finished") yield(get_tree().create_timer(1.0), "timeout") Fade.fade_out(0.4) yield(Fade, "fade_finished") yield(get_tree().create_timer(0.5), "timeout") godot.visible = true Fade.fade_in(0.4) yield(Fade, "fade_finished") yield(get_tree().create_timer(1.0), "timeout") Fade.fade_out(0.4) yield(Fade, "fade_finished") _next_screen() func _input(event: InputEvent) -> void: if Input.is_action_just_pressed("ui_accept"): skipping = true Fade.fade_out(0.4) yield(Fade, "fade_finished") _next_screen() free() func _next_screen() -> void: SceneManager.current_scene = next_screen.instance()