extends CanvasLayer @onready var next = $UI/SkipContainer/NextButton @onready var confirmation_dialog = $UI/ConfirmationDialog @onready var confirmation_text = $UI/ConfirmationDialog/MarginContainer/VBoxContainer/ConfirmationText @onready var confirmation_yes = $UI/ConfirmationDialog/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/YesButton @onready var confirmation_no = $UI/ConfirmationDialog/MarginContainer/VBoxContainer/MarginContainer/HBoxContainer/NoButton signal next_request signal next_slide # Called when the node enters the scene tree for the first time. func _ready() -> void: #Connecting signals next.pressed.connect(_on_next_pressed) self.connect("next_request", _on_next_request) #Setting up the Confirmation Dialog confirmation_yes.text = ("YES") confirmation_no.text = ("NO") UI.confirmation_yes.pressed.connect(func(): UI.confirmation_dialog.hide()) UI.confirmation_yes.pressed.connect(func(): TransitionScreen.mask.visible = false) UI.confirmation_no.pressed.connect(func(): UI.confirmation_dialog.hide()) UI.confirmation_no.pressed.connect(func(): TransitionScreen.mask.visible = false) #Hiding everything at start #self.hide() confirmation_dialog.hide() self.get_node("UI/UpperContainer").hide() self.get_node("UI/SkipContainer").hide() #Requests next when the Next Button is pressed func _on_next_pressed(): next_request.emit() #Requests next when the space key is pressed func _input(event): if event is InputEventKey and event.is_action_released("ui_accept"): next_request.emit() #Makes sure fading transitions are done before approving a next request func _on_next_request(): if Globals.is_transitioning == false: next_slide.emit() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass