extends Spatial const time_max = 3000 # msec onready var meshes = { "dagger": { "mesh": $"Main Scene Props/dagger", "value": 0.0, "label": "Dagger", "lock": false, "tick_reference": null } } func _ready(): $Dialog/ConfirmEscape.set_title("Quit ?") $Dialog/ConfirmEscape.set_text("Voulez vous vraiment quitté ?") func _process(_delta): # Event key "escape" and "godot event" ui_end if Input.is_action_just_pressed("ui_end"): _confirm_before_quit() # Event dissolve in object searched by gamer for mesh in meshes: if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null: if meshes[mesh]["tick_reference"] == null: meshes[mesh]["tick_reference"] = OS.get_ticks_msec() if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + time_max: meshes[mesh]["value"] += 0.01 meshes[mesh]["mesh"].get_surface_material(0).set("shader_param/dissolve_amount", meshes[mesh]["value"]) else: meshes[mesh]["mesh"].call_deferred("free") meshes[mesh]["mesh"] = null func _notification(what): # Notification for android back action if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST: _confirm_before_quit() func _confirm_before_quit(): $Dialog/ConfirmEscape.popup() # Back to main scene func _quit_to_menu(): Global.goto_scene("res://scenes/main.tscn") # Event when user click/touch dagger func _on_dagger_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("dagger", event) func _initialize_mesh_ref(meshInstance, event): if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch): meshes[meshInstance]["lock"] = true func _on_ConfirmEscape_confirmed(): _quit_to_menu()