src / curtain / closing / closing.tscn

Diagram

Diagram

Scene Tree

  • ClosingCurtain Control

    • Pattern1 Node2D

      • LeftCurtain Polygon2D

      • RightCurtain Polygon2D

    • Pattern2 ColorRect

    • Pattern3 ColorRect

    • AnimationPlayer AnimationPlayer

Signal Connections

$AnimationPlayer:[animation_finished]⇒$.
func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
	if next_scene: SceneHelper.transit(self, next_scene)

Animations

Animation_bwqwf

Diagram

pattern1

Diagram

pattern2

Diagram

pattern3

Diagram

Properties

Table 1. Root properties
Name Value

z_index

5

z_as_relative

false

layout_mode

3

anchors_preset

15

anchor_right

1.0

anchor_bottom

1.0

grow_horizontal

2

grow_vertical

2

script

Table 2. $Pattern1 properties
Name Value

visible

false

Table 3. $Pattern1/LeftCurtain properties
Name Value

color

Color(0, 0, 0, 1)

polygon

PackedVector2Array(0, 0, 0, 1080, 960, 1080, 9, 548, 960, 0)

uv

PackedVector2Array(572.5, -87.75, 575.5, -85.75)

Table 4. $Pattern1/RightCurtain properties
Name Value

color

Color(0, 0, 0, 1)

polygon

PackedVector2Array(1920, 1080, 1920, 0, 960, 0, 1920, 540, 960, 1074)

uv

PackedVector2Array(1920, 1080, 1920, 0, 960, 0, 960, 540, 960, 1080, 492, 40.75)

Table 5. $Pattern2 properties
Name Value

visible

false

material

SubResource("ShaderMaterial_kivlp")

layout_mode

1

anchors_preset

-1

anchor_right

1.0

anchor_bottom

1.0

offset_top

-450.0

offset_bottom

390.0

grow_horizontal

2

grow_vertical

2

Table 6. $Pattern3 properties
Name Value

visible

false

material

SubResource("ShaderMaterial_663td")

layout_mode

1

anchors_preset

15

anchor_right

1.0

anchor_bottom

1.0

grow_horizontal

2

grow_vertical

2

Table 7. $AnimationPlayer properties
Name Value

unique_name_in_owner

true

libraries

{ &"": SubResource("AnimationLibrary_kivlp") }

closing.gd

extends Control

enum Pattern { PATTERN_1, PATTERN_2, PATTERN_3 }
@export var pattern : Pattern
@export_file('*.tscn') var next_scene : String


func play(_next_scene: String) -> void:
	next_scene = _next_scene
	var number = Pattern.keys()[pattern].split('_')[1]
	%AnimationPlayer.play("pattern%s" % number)


func _on_animation_player_animation_finished(_anim_name: StringName) -> void:
	if next_scene: SceneHelper.transit(self, next_scene)