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186
scripts/backround_scenes_scripts/Scene7.gd
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186
scripts/backround_scenes_scripts/Scene7.gd
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extends Node2D
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const zoomStart = 1.0
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const zoomEnd = 0.97
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const bloodStart = 0.2
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const bloodEnd = 0.9
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const timeParam = 1.7
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var isDead
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var bloodIncrement
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var zoomIncrement
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var currentZoom
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var currentEnergy
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var isIncreasing
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var screenWidth;
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var screenHeight;
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var xOffset;
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var yOffset
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func _ready():
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if not get_tree().root.has_node("Root"):
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return ;
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InitWater();
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if Dialogic.get_variable("ItIsDay") == "true":
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$Day.visible = true;
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$Night.visible = false;
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get_tree().root.get_node("Root").StopSFX();
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GallerySingleton.AddBackground("Scene7");
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else :
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$Day.visible = false;
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$Night.visible = true;
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var sfxPath = "res://resources/audio/sfx/Rain Loop.ogg"
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get_tree().root.get_node("Root").SetSFXforBGM(sfxPath)
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var player = get_tree().root.get_node("/root/BgmScene/TweenBGMsfx/BGMStreamPlayer");
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$Lightning.Init(2, player);
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GallerySingleton.AddBackground("Scene7_n");
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isDead = false
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var dialogicNode = get_parent().get_parent().get_node("Game").get_child(0).get_child(0)
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dialogicNode.connect("dialogic_signal", self, "_begin_death")
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bloodIncrement = (bloodEnd - bloodStart) / timeParam;
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zoomIncrement = (zoomEnd - zoomStart) / timeParam;
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currentZoom = zoomStart
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isIncreasing = true
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currentEnergy = 0
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screenWidth = SettingsSingleton.GetCurrectScreenResolutionVector2().x
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screenHeight = SettingsSingleton.GetCurrectScreenResolutionVector2().y
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func _process(delta):
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if (isDead):
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if (isIncreasing):
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if (currentEnergy <= bloodEnd):
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currentEnergy += bloodIncrement * delta
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currentZoom += zoomIncrement * delta
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$death / Light2D.self_modulate.a = currentEnergy
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xOffset = (1 - currentZoom) * ($death / Polygon2D.get_global_transform_with_canvas().origin.x) / (screenWidth);
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print(xOffset)
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yOffset = (1 - currentZoom) * (screenHeight - $death / Polygon2D.get_global_transform_with_canvas().origin.y) / screenHeight;
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var offset = Vector2(xOffset, yOffset);
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var tiling = Vector2(currentZoom, currentZoom)
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$death / Polygon2D.material.set_shader_param("offset", offset)
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$death / Polygon2D.material.set_shader_param("tiling", tiling);
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else :
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isIncreasing = false
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if ( not isIncreasing):
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if (currentEnergy >= bloodStart):
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currentEnergy -= bloodIncrement * delta
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currentZoom -= zoomIncrement * delta
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$death / Light2D.self_modulate.a = currentEnergy
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xOffset = (1 - currentZoom) * ($death / Polygon2D.get_global_transform_with_canvas().origin.x) / (screenWidth);
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yOffset = (1 - currentZoom) * (screenHeight - $death / Polygon2D.get_global_transform_with_canvas().origin.y) / screenHeight;
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var offset = Vector2(xOffset, yOffset);
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$death / Polygon2D.material.set_shader_param("offset", offset)
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$death / Polygon2D.material.set_shader_param("tiling", Vector2(currentZoom, currentZoom));
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else :
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isIncreasing = true
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else :pass
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func _begin_death(string):
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match string:
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"death":
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$death.visible = true;
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var tween = $death.get_child(0).get_child(0)
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var light = $death.get_child(0)
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tween.interpolate_method(self, "bloodInterpolate", 0.0, bloodStart, 1.0, Tween.TRANS_LINEAR, 0);
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tween.start()
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yield ($death.get_child(0).get_child(0), "tween_all_completed")
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currentEnergy = bloodStart
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$death.get_child(0).self_modulate.a = bloodStart
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isDead = true;
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func bloodInterpolate(value):
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$death / Light2D.self_modulate.a = value;
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func InitWater():
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var _temp = SceneLoader.connect("on_scene_loaded", self, "WaterLoaded");
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if Dialogic.get_variable("ItIsDay") == "true":
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SceneLoader.load_scene("res://resources/customControls/Water/Scene7/WaterDay.tscn");
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else :
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SceneLoader.load_scene("res://resources/customControls/Water/Scene7/WaterNight.tscn");
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func WaterLoaded(obj):
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if obj.path != "res://resources/customControls/Water/Scene7/WaterDay.tscn" and obj.path != "res://resources/customControls/Water/Scene7/WaterNight.tscn":
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return ;
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if Dialogic.get_variable("ItIsDay") == "true":
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$Day.add_child(obj.instance);
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obj.instance.z_index = 1;
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else :
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$Night.add_child(obj.instance);
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obj.instance.z_index = 3;
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obj.instance.play("default");
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SceneLoader.disconnect("on_scene_loaded", self, "WaterLoaded");
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var galleryWaterState = ""
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var thread:Thread;
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func InitForGallery()->Array:
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scale = Vector2(0.5, 0.5)
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z_index = - 1;
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InitGalleryWater("day");
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if not GallerySingleton.HaveBackground("Scene7_n"):
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return [];
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return ["ui_day", "ui_night"]
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func SetSettings(setting):
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if setting == tr("ui_day"):
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$Day.visible = true;
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$Night.visible = false;
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InitGalleryWater("day");
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else :
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$Day.visible = false;
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$Night.visible = true;
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InitGalleryWater("night");
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func InitGalleryWater(state):
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galleryWaterState = state;
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if galleryWaterState == "day":
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if $Day.has_node("Water"):
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return ;
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else :
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if $Night.has_node("Water"):
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return ;
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if thread == null:
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thread = Thread.new();
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thread.start(self, "GalleryWater", galleryWaterState);
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func GalleryWater(state):
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if state == "day":
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var instance = load("res://resources/customControls/Water/Scene7/WaterDay.tscn").instance()
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call_deferred("GalleryAddWater");
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return instance;
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else :
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print("aa")
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var instance = load("res://resources/customControls/Water/Scene7/WaterNight.tscn").instance()
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call_deferred("GalleryAddWater");
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return instance;
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func GalleryAddWater():
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var instance = thread.wait_to_finish();
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if galleryWaterState == "day":
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$Day.add_child(instance);
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instance.z_index = 1;
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instance.play("default");
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else :
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$Night.add_child(instance);
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instance.z_index = 3;
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instance.play("default");
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