78 lines
1.9 KiB
GDScript
78 lines
1.9 KiB
GDScript
class_name DialogicAnimation
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extends Node
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## Class that can be used to animate portraits. Can be extended to create animations.
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enum AnimationType {IN=1, OUT=2, ACTION=3, CROSSFADE=4}
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signal finished_once
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signal finished
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## Set at runtime, will be the node to animate.
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var node: Node
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## Set at runtime, will be the length of the animation.
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var time: float
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## Set at runtime, will be the base position of the node.
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## Depending on the animation, this might be the start, end or both.
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var base_position: Vector2
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## Set at runtime, will be the base scale of the node.
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var base_scale: Vector2
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## Used to repeate the animation for a number of times.
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var repeats: int
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## If `true`, the animation will be reversed.
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## This must be implemented by each animation or it will have no effect.
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var is_reversed: bool = false
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func _ready() -> void:
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finished_once.connect(finished_one_loop)
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## To be overridden. Do the actual animating/tweening in here.
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## Use the properties [member node], [member time], [member base_position], etc.
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func animate() -> void:
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pass
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## This method controls whether to repeat the animation or not.
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## Animations must call this once they finished an animation.
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func finished_one_loop() -> void:
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repeats -= 1
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if repeats > 0:
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animate()
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else:
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finished.emit()
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func pause() -> void:
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if node:
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node.process_mode = Node.PROCESS_MODE_DISABLED
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func resume() -> void:
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if node:
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node.process_mode = Node.PROCESS_MODE_INHERIT
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func _get_named_variations() -> Dictionary:
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return {}
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## If the animation wants to change the modulation, this method
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## will return the property to change.
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##
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## The [class CanvasGroup] can use `self_modulate` instead of `modulate`
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## to uniformly change the modulation of all children without additively
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## overlaying the modulations.
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func get_modulation_property() -> String:
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if node is CanvasGroup:
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return "self_modulate"
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else:
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return "modulate"
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