more consistent scene transitions
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				|  | @ -25,6 +25,8 @@ public partial class SceneTransition : Control | |||
| 
 | ||||
|     public void Exit() | ||||
|     { | ||||
|         _animPlayer.Play("exit"); | ||||
|         // call deferred to wait for new map to process | ||||
|         // this avoids a jumpy transition when a new map loads | ||||
|         _animPlayer.CallDeferred("play", "exit"); | ||||
|     } | ||||
| } | ||||
|  |  | |||
|  | @ -10,7 +10,7 @@ shader_parameter/b = 0.0 | |||
| 
 | ||||
| [sub_resource type="Animation" id="Animation_4e8tt"] | ||||
| resource_name = "enter" | ||||
| length = 0.5 | ||||
| length = 0.75 | ||||
| step = 0.05 | ||||
| tracks/0/type = "value" | ||||
| tracks/0/imported = false | ||||
|  |  | |||
|  | @ -260,8 +260,8 @@ public partial class World : Node | |||
|             LoadScene(path); | ||||
|         } | ||||
| 
 | ||||
|         EventBus.EmitSignal(EventBus.SignalName.ExitTransition); | ||||
|         GetTree().Paused = false; | ||||
|         EventBus.EmitSignal(EventBus.SignalName.ExitTransition); | ||||
| 
 | ||||
|         // after finished loading, move our player to the connector | ||||
|         MovePlayerToConnector(connector); | ||||
|  |  | |||
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