extends CanvasLayer signal fading_finished signal transition_finished @onready var big_fading = $BigFading @onready var small_fading = $SmallFading @onready var big_animation = $BigFading/BigFadingAnimation @onready var small_animation = $SmallFading/SmallFadingAnimation # Called when the node enters the scene tree for the first time. func _ready() -> void: big_fading.visible = false small_fading.visible = false big_animation.connect("animation_finished", _on_animation_finished) small_animation.connect("animation_finished", _on_animation_finished) func _on_animation_finished(anim_name): if anim_name == "fade_to_black": fading_finished.emit() big_animation.play("fade_to_normal") small_animation.play("fade_to_normal") elif anim_name == "fade_to_normal": transition_finished.emit() Globals.is_transitioning = false big_fading.visible = false small_fading.visible = false #Handles fading transitions func transition(size): Globals.is_transitioning = true if size == "big": big_fading.visible = true big_animation.play("fade_to_black") elif size == "small": small_fading.visible = true small_animation.play("fade_to_black")