feat: game instruction shown in youth room for as long as no memento has been hovered and the room is not solved
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34872b6b12
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a07ec30716
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@ -27,6 +27,9 @@ func start_room_async():
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%LightAnimationPlayer.lights_on()
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%SceneAnimationPlayer.start_soundtrack()
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if not State.save_game.childhood_board_complete:
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P.instruction.call_deferred("Find all three Momentos to collect all thoughts")
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Scenes.player_enable.emit(true)
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@ -22,7 +22,7 @@ var tween: Tween = null
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func _ready() -> void:
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assert(frame and canvas_layer, "Interactable must have canvas and frame attached")
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frame.modulate.a = 0.0
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frame.modulate = Color.TRANSPARENT
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light.visible = false
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Scenes.player_enable.connect(_player_active) # TODO: do I have to clean this up?
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@ -61,20 +61,19 @@ func expand() -> void:
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frame.scale = Vector3(1.5, 1.5, 1.5)
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tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(frame, "modulate:a", 1.0, 2.0).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "modulate", Color.WHITE, 2.0).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "scale", Vector3.ONE, 1.0).set_trans(Tween.TRANS_QUART)
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tween.parallel().tween_property(light, "light_energy", original_light_energy, 1.0).set_trans(Tween.TRANS_QUART)
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func collapse() -> void:
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P.clear()
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if not shown: return
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shown = false
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P.clear()
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if tween: tween.kill()
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tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(frame, "modulate:a", 0, 0.5).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "modulate", Color.TRANSPARENT, 0.5).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(frame, "scale", Vector3.ONE * 2.0, 1.0).set_trans(Tween.TRANS_QUAD)
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tween.parallel().tween_property(light, "light_energy", 0, 1.0).set_trans(Tween.TRANS_QUAD)
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await tween.finished
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@ -92,8 +91,7 @@ func _process_billboard() -> void:
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func _process_hover() -> void:
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if active and hover and not shown:
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expand()
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elif not hover and shown or shown and not active:
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elif shown and not hover:
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collapse()
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func handle_input(event: InputEvent) -> void:
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