hero-mark-2/menus/splash_screen.gd

38 lines
1.1 KiB
GDScript

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(Options.transition_speed_secs)
yield(Fade, "fade_finished")
team_sg.visible = true
Fade.fade_in(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(1.0), "timeout")
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(0.5), "timeout")
godot.visible = true
Fade.fade_in(Options.transition_speed_secs)
yield(Fade, "fade_finished")
yield(get_tree().create_timer(1.0), "timeout")
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
_next_screen()
func _input(event: InputEvent) -> void:
if Input.is_action_just_pressed("ui_accept"):
skipping = true
Fade.fade_out(Options.transition_speed_secs)
yield(Fade, "fade_finished")
_next_screen()
free()
func _next_screen() -> void:
SceneManager.current_scene = next_screen.instance()