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[Godot3.3.3] - Transitus animationis

2024-07-12

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Transitus animationScreenTransitionAnimation

Project structure

Scena addere, nodi radix est CanvasLayer2D et renamed toScreenTransion:

image-20240712002547221

Addere puer nodi ColorRect etAnimationPlayer, exist ColorRect Legatus Generalis Color (Color) Ad nigrum posuit:

image-20240712002657042

conversus sursum Materia, novus Shader(Ignorare nunc)Shader Param mediumextergimus Imagepostea addetur, quid post factum sit videbor);

image-20240712002743876

Shader Code

exist Shader Typus ex codice in:

shader_type canvas_item;
// 申明 shader 的类型,因为是 2d 游戏,所以是 canvas_item 类型的

uniform sampler2D wipeImage;	// 全局变量 wipeImage
uniform float percent : hint_range(0, 1);	// 限制在 01 之间的百分比范围

void fragment() {
	float texVal = texture(wipeImage, UV).r;
	// 对图像的 r 通道进行采样
	
	if (texVal < percent) {
		// 在 Animation 中进行动态改变 percent 并且让 百分比不断变大,就可以有一个动态变透明的效果(虽然没有完全弄懂,但大致是这样没错的)
		COLOR.a = 0.0;
	}
}
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AnimationPlayer

Primo adicies scriptionem pro nodi radicis;

extends CanvasLayer

signal screen_covered

func emit_screen_covered():
	emit_signal("screen_covered")
    // 这个函数用来发送信号

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tunc aperta Animation Player Add todefaltam Animatio:

in primo semita ColorRect > materia:shader Redditus est beshader Preme parvam clavem in inspectore ut tabulas animationis adde.

image-20240712003234496

ScreenTransitionManager

Novam scenam ScreenTransitionManager Et pone quasi scaena automatice onusta in uncinis projecti, et script nodi radicis adde;

extends Node

var screenTransitionScene = preload("res://scenes/UI/ScreenTransition.tscn")

func transition_to_scene(scenePath):
	var screenTransition = screenTransitionScene.instance()
	add_child(screenTransition)
	yield(screenTransition, "screen_covered")
	get_tree().change_scene(scenePath)

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vocationis modum

in projectSatus MenuExemplum, processus strepitando in initio menu ad munus appellandi talis est:

func on_playButton_pressed():
	$"/root/LevelManager".change_level
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change_level' sicLevelManagerfunctionis

func change_level(levelIndex):
	currentLevelIndex = levelIndex
	if (currentLevelIndex >= levelScenes.size()):
		currentLevelIndex = 0
	$"/root/SceenTransitionManager".transition_to_scene(levelScenes[currentLevelIndex].resource_path)	// 获取路径并通过动画过渡脚本来延迟调用场景的切换,达到淡入淡出的效果
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