1 class_name DialogicBackgroundTransition
5 var this_folder: String = get_script().resource_path.get_base_dir()
8 ## Set before _fade() is called, will be the root node of the previous bg scene.
10 ## Set before _fade() is called, will be the viewport texture of the previous bg scene.
11 var prev_texture: ViewportTexture
13 ## Set before _fade() is called, will be the root node of the upcoming bg scene.
15 ## Set before _fade() is called, will be the viewport texture of the upcoming bg scene.
16 var next_texture: ViewportTexture
18 ## Set before _fade() is called, will be the requested time for the fade
21 ## Set before _fade() is called, will be the background holder (TextureRect)
22 var bg_holder: DialogicNode_BackgroundHolder
25 signal transition_finished
28 ## To be overridden by transitions
33 func set_shader(path_to_shader:String=DialogicUtil.get_module_path('Background').path_join("Transitions/default_transition_shader.gdshader")) -> ShaderMaterial:
35 if path_to_shader.is_empty():
36 bg_holder.material = null
37 bg_holder.color = Color.TRANSPARENT
39 bg_holder.material = ShaderMaterial.new()
40 bg_holder.material.shader = load(path_to_shader)
41 return bg_holder.material
45 func tween_shader_progress(_progress_parameter:="progress") -> PropertyTweener:
49 if !bg_holder.material is ShaderMaterial:
52 bg_holder.material.set_shader_parameter("progress", 0.0)
53 var tween := create_tween()
54 var tweener := tween.tween_property(bg_holder, "material:shader_parameter/progress", 1.0, time).from(0.0)
55 tween.tween_callback(emit_signal.bind('transition_finished'))