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