fix: allows for transition to be disabled on init; still has issue w/ UI showing up for fraction of a second

This commit is contained in:
Duncan Brown
2022-04-21 21:32:20 -04:00
committed by Julian Murgia
parent 4c39e47d38
commit 6afff99e7c
5 changed files with 15 additions and 10 deletions

View File

@@ -39,12 +39,9 @@ func _ready() -> void:
anchor_right = 1
anchor_bottom = 1
color = Color.white
color.a = 0
mouse_filter = MOUSE_FILTER_IGNORE
_tween = Tween.new()
add_child(_tween)
_tween.connect("tween_all_completed", self, "_on_tween_completed")
transition()
# Play a transition animation
@@ -61,6 +58,14 @@ func transition(
duration: float = 1.0
) -> int:
# We put this here instead of the constructor since if we have it in the
# constructor, the transition will ALWAYS happen on game start, which might
# not be desired if 'false' is used for automatic_transitions in a
# change_scene call in :init.
if not _tween.is_inside_tree():
add_child(_tween)
_tween.connect("tween_all_completed", self, "_on_tween_completed")
if transition_name.empty():
transition_name = escoria.project_settings_manager.get_setting(
escoria.project_settings_manager.DEFAULT_TRANSITION