52 lines
1.5 KiB
GDScript
52 lines
1.5 KiB
GDScript
extends Control
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## An interactive sequence (mostly in UI space) that can be play()ed.
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class_name Playable
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func _ready() -> void:
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prints("playable.gd", "_ready()", self)
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visibility_changed.connect(_visibility_change)
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hide()
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# HACK: Lets us debug playables more easily
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if get_parent() == get_tree().root: _debug_mode()
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## Awaitable that encapsulates the core interaction with this Playable
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func play() -> void:
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push_warning("Playeable[base].play() not overridden")
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await get_tree().process_frame # Dummy wait so this is a coroutine
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func handle_hover(_area: Draggable):
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#prints("Playable[base].handle_hover", _area, _area.name)
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pass
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const TRANSPARENT_BLACK := Color(0,0,0,0)
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func appear():
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self.modulate = TRANSPARENT_BLACK
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show()
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var tween := create_tween().set_ease(Tween.EASE_IN)
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tween.tween_property(self, "modulate", Color.WHITE, 0.3)
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await tween.finished
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func vanish():
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var tween := create_tween().set_ease(Tween.EASE_OUT)
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tween.tween_property(self, "modulate", TRANSPARENT_BLACK, 0.3)
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await tween.finished
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hide()
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## Override this (and call super._debug_mode()) if you want to initialize some data
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## for running this playable standalone ("play current scene")
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func _debug_mode():
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push_warning("playable.gd: DEBUG MODE - ", self)
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await get_tree().create_timer(1).timeout
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appear()
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play()
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func _visibility_change():
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prints(name, "NOTIFICATION_VISIBILITY_CHANGED", is_visible_in_tree())
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self.set_process_input(is_visible_in_tree())
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self.set_process_unhandled_input(is_visible_in_tree())
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