Changed the way the fades work, and brought back in the Player
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@@ -0,0 +1,17 @@
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extends Control
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var in_p : Vector2
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var out_p : Vector2
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var width : float
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@export var weight : float
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# Called when the node enters the scene tree for the first time.
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func _ready():
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in_p = $"../in".position
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out_p = $"../out".position
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width = $TextureRect.texture.get_size().x
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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position = lerp(in_p -Vector2( width ,0 ), out_p +Vector2( width ,0 ),weight)
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pass
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@@ -0,0 +1,19 @@
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extends ColorRect
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@export var type: int = 0
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@export var speed: float = 1
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if type == 0:
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$AnimationPlayer.play("fade_in")
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elif type == 1:
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$AnimationPlayer.play("fade_out")
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$AnimationPlayer.speed_scale = speed
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await $AnimationPlayer.animation_finished
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queue_free()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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