extends Control @export_file("*.tscn") var scene_to_trigger: String @onready var further_connexion: Timer = $FurtherConnexion @onready var text_start: Timer = $TextStart @onready var time_between_words: Timer = $TimeBetweenWords @onready var time_before_show_buttons: Timer = $TimeBeforeShowButtons @onready var message: Label = %Message @onready var accept_button_1: Button = %AcceptButton1 @onready var accept_button_2: Button = %AcceptButton2 var growing_text: String = "" var text_split: PackedStringArray var text_fine_split: PackedStringArray var text_fully_on_screen = false var text_showing = false # Called when the node enters the scene tree for the first time. func _ready() -> void: text_split = message.text.split("---") text_fine_split = text_split[2].split(" ") message.text = "" accept_button_1.visible = false accept_button_2.visible = false func start_mission() -> void: SceneLoader.load_scene(scene_to_trigger) func _on_start_connexion_timeout() -> void: message.text = text_split[0] further_connexion.start() func _on_further_connexion_timeout() -> void: message.text = text_split[1] text_start.start() func _on_text_start_timeout() -> void: message.text = "" time_between_words.start() func _on_time_between_words_timeout() -> void: if text_fine_split.is_empty(): time_between_words.stop() time_before_show_buttons.start() return var current_text = message.text current_text += text_fine_split[0] current_text += " " message.text = current_text text_fine_split.remove_at(0) time_between_words.start() func _on_time_before_show_buttons_timeout() -> void: accept_button_1.visible = true accept_button_2.visible = true