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While we're navigating through our UI there are some a bra
Changes between scenes
That we want to resolve and
The weather going to do this is were going to use a screen transition in the screen transition
It is essentially what you see a lot of games where they will be like a screen wipe that comes over the screen
And then
That will transition into a new scene
And that's what we're going to do because Dad will
Mask the abrupt changes between our different scenes
And just generally made the game feel that were salad
Cyber touched texture to this lesson as a resource it's called screen transition
DNG so go ahead and grab that
Downloaded and bring it on in
To your file system
Can you can drink that screen transition into the assets UI
Directory
Alright let's create a new scene
Will it root type of canvas layer
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Let's add a
Colour rectangle
As our route now or as our first child rename this to screen transition
Let's make the colour rectangle
The false Eyes by changing the Anchor preset to 4 rack from this button up here
In the towbar
Let's see this in seems UI and screen transition is fine
Actually
We don't want to say but here we want to save it in autoload because this is going to be something that's available to us all the time
So let's go and save that they're not alone
Alright
So going to screen transition now going to write a sheet that will do the transition effects
So select the colour rectangle
Come on down to the material section
Which is near the van
Empty dropdown and then new shader material
And then in our sheet material here
Flight
The shader resource
Create new shader
And just clicked create with this window comes
And then click into the share to bring up the shader editor
The defaults here are good
We wanted to find it uniform now so I'm going to say uniform
Sampler2d
And this is going to be cold transition
Texture
And then put a semicolon at the end
It's all we've got the shape parameter now transition text you
Golden Grandad screen transition at png and Dragon Andover
So now that's at as one of our sugar parameters
And what are we going to do in a fragment shader
Well what we want to do in the fragment shader
Is essentially
Animated transition over time
Such that the colour rectangle is covering something on screen
In accordance with how far we are through the transition so
What's create another uniform
Marina call this uniform flow
What's the percent
And unless you call me
Int range
0.0 to 1 points
And then don't forget a semicolon at the end
So now I've got this present parameter here
Social what we're going to do is this is a grayscale texture this transition texture
So we're going to compare the texture
What's a red Channel
To the percent of
And depending on
The value of the red Channel compared to the present
Either going to render the pixel
Now
Why are you using a red Channel well
In a greater scale texture
The RGB channels all have the same value
So essentially
We're just using the texture to include some data
And it doesn't really matter what
Channel wheels we could use our orgy or be
The only one of you can't use is Alpha because the alpha is always
So what we going to do
Is we are going to
Crab the colour of the transition texture at the current UV
So I say
Back for
Transition
Colour is equal to
Where can you use the texture function
Going to pass our transition texture into there
And then ruv is going to be the movie that's coming in for this
Texture and then we need a
So my own at the end
Describing a colour from our text you at the same UV as the pixel that were
Considering in the colour
For the fragment
Again remember the fragment shader run
For every pixel
In a text
Recently getting
Corresponding pics
Add the transition
Texture
Now
Is that technically the corresponding pixel because UV coordinates ra-01 basis
Inner transition texture is 256 by 2
56
In our colorectal nose actually wider and has a different aspect ratio
So
It's getting
Colour of
Texture at the UV that corresponds to the UV of the current fragment that will
So this will make more sense as we get into
To do is to say
If
And then in parentheses
Transition colour
Are
Is less than 2%
Then we're going to use curly braces because that's what a shared language uses for blocked
How to say Khalid
A
Is equal to 0
With a colon at the
Else
And then the else block we want to write colour is equal to
Texture
The constant texture and the constant UV torch actually saying
Just use
The colour of the colour of rectangle
If this is not the case
Now if I move the present
I can see that we get something really nice
Looking
So as remove the process
Drinks in an hour
Now when you play with this present you'll notice that the edges are very strange they look kind of bubbly and Justin
Right
That's because the default
Filtering as applied to the texture
Is I believe
Linear
Could be run on the exact filtering but
Basically there's different ways of filtering a texture
So that
You can
Infer what data
Is between 2 pixel so friends
If you take a small image and you upscale
The filtering that you use on an image determines how much
New data is created
For that
Pixel art we actually don't want any
Filtering to do
We don't we don't want our pics like to look blurry when we are skillet we wanted a look really Sharp
And that's the same instance in here
We don't want cadoux to infer
What data exists when this text
Gets to
We wanted to use the real pixel day
What we need to do in the uniform sampler2d here
Are transition text
We need a AK just before the semicolon here
I need to specify filter nearest to tell it
To use nearest filtering aka preserve pixels
Let's
Do this now so now you can see that we get this nice pixelated Edge
Now the delivering or the sort of
Darts the empty darts here along the edge are
Due to the way that I've built the texture but they should actually be just fine it can it gives it a retro look
So where can I go where can I see this is fine
And
One thing we need to do is we actually invert
The if
So instead of transaction colour.are is less than 4 settlers do greater than percent
And that inverse of the other way as you can imagine
Will start at zero for our transition
We'll go all the way to 1
For the transition and then we'll come back out
For the transition
No the thing about applying a shaded to a colour rectangle
Is that you will notice that when you change the colour
The colour
That colour is not
Transferred to the show
And immediately I don't know exactly why this is but we can very easily fix this so
In addition to our transition text
Let's create a new uniform
And this is going to be a vet
4
Transition
Colour
And say Colin
And then the call in after the corn were going to say source collar
Now that invalidates hour variable down here this back for
So we're going to call this transition texture colour
And rename it here as well
Ok and then instead of saying bring a texture down here in this else
We're simply going to say the colour is equal to
Transition colour
Ok and it's Black by The Fall
And so now if we go down to our premises
We can change this transition colour to that brown that we used throughout the game
Just like that and that brown hex code is 3 f
26
31 in case you don't have it saved
And so now we've got a nice looking transition texture
That we can use now
We need
So what I'm going to do as I'm going to add an animation player to
The root node
And I'll move it as the first child
What's create a new animation
And let's call days default
Let's make the duration
4 seconds like usual
Let's select HR colour
What's the like the animation to have at the bottom
And a let's roll down 2 hours
And let's keyframe this percent right here so click on the keyboard next to the percent sheet of perimeter
Play create
And then at the end
Let's set the percent to 10 in Surrey Quay at the end
Change the value to 1
You should see that
Weather
Create an easing belly for this so I'm going to select the first keyframe
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And make the easy closer to 2
And that just looks much nicer
You can play the animation backwards by the way with this button right here this play backwards but
That's how we're going to be using it in engine sorry
Playing it and then going back
So that's looking good
Let's create a script for a screen transition
And we're going to want to do one thing
That special here which is that were gonna create a signal
Transition halfway
That's going to tell other parts of the code that the transition has fully covered at the screen
So that we can do things in the background
And you see how that works on justice
Regard transition halfway
Now let's
What's create a mountain called
Transition in
And what will do as well call animationplayer
Play
Actually was renamed as to transition so it's just function transition
And let's Create another method here called
Funk
Transition
Halfway
And then here was it we're going to do transition halfway in the reason that working in function for this
Is because we're going to call it in
The animationplayer
So let's Create comment the tracker animation so open up animation
Tell her
Click and track call method track
The root node screen transition
Can I had an inserted key
Which is
Transition halfway
And drag it on over so that it at the end
So now when it gets to the end which is fully covered
It's going to admit that signal which again will let us know that we can now switch out the scene because this is
Be on top of
The window
Now there's something tricky here
Which is that
That signal is going to be a minute again when we play back
And when are we going to play
We're going to do is we're going to wait in here
We'll get away
Transitioned halfway
Just like so
And I'm going to call animation player
Play backwards
Default
So it's going to play default
Await for that transition signal to be sent and it's going to play
That animation back
One problem we have
When we can't play backwards
Is that
It's also going to admit this transition halfway single again because that's happening at the end of the animation
And
That's not exactly what we want
Do
So that we can fix that these weekend simply do the following
We can create a new variable
Call
Skip
And I said that to false
Then RM8 transition halfway will say if skip
We can set skip in
Two falls in here
And then we can return
Well a way to transition halfway and then when that transition is done we can say skip in make here
And then when this play backwards happens
It's going to get to this Block and see that skipped it is true
It's going to reset it but it's also going to return so we
So we don't have that transition have we're happening again
We were just ignoring the sex
Transition pathway signalling
So with all of that out of the way now we need to add this as an auto load but before we do
What's like to routenote here
Let's at the lair here to something like
5 / Rangers on top of everything else
And now it's got a project project settings
Autoload
Let's go ahead and load up
That seems autoload
Screen transition
Screen transition is an autoloader
I'm going to show you how we can use
I'm going to go open my main menu
Script here
And sign here in our on play Press we can do
Screen
Transition
Transition
So we can call that will kick-off the transition
Then will await
Screen transition transition halfway
So we're going to wait for that to be done
And then we can change our scene
To the file
So now if I run my game
And I click play
That's not gonna work because
Let's go back to a screen transition
We got hit by the
Control node Mouse filter so we need to go to a screen transition
Go to the colour rectangle here
And we need to
Change the filter mode to ignore
Now it may actually be beneficial to introduce them Mouse black and capabilities of the transit
Because then that means that we can't do any input while transition is have
Which makes Levi a good
So let's leave the mouse filter in place and what will do when our animation play
Is will simply said the colour rectangle to invisible by the four
So let's
This off as visible so that's now in this
And when I control Now does not visible
It does not accept any emails events so we can Mark that is invisible with little I I can't like we did
With our colour right angle selector
Open up the animation panel at the bottom
And then let's go down until we see
The visibility option
Which is about Midway through
So we got the visible here
Let's
Keep playing that by clicking the key icon
Click
So we got this one here now remember we're playing is animation backwards to
So what I'm going to do is add .01 seconds won't change my snap 2.01 I'm going to zoom in
Until I see the point zero one mark
I'm in the market as visible right here
Until you see what this is doing basically this will set it to invisible
And then after 8.01 seconds will be visible in the reason for that is because
When we come back around
We're going to want to send it to invisible again so Mouse input can have
If we only had a single keyframe here
Setting it to visible then we wouldn't be able to toggle it back to
So that's the purpose of these two keyframes and this will be not noticeable so it should be fine
So now we go back to our main
We should be able to click on Play
And we'll get a nice transition like
Never a couple of other places where we want to introduce that transition
What are the places we need to transition as well is to the options menu
So what's going on main menu here
And I'm
Close the advert wind
And basically what we want to do is
Copy these two lines and paste them
Right above
The rest of our code in the on off
Pressed
OK then let's go to a pause menu as well
Let's do the same thing so open up the pause menu
When the options button is pressed l Space those two lines again so the screen transition
And I will await that transition have
Alicia fireworks are gonna go ahead and open
About games click options that take us to the action
We need to do the same for the back button
Let's go ahead and play
Open up
The pause menu
Click options ok so options is not working and why is that so I wanted to
Brainstorm for a bit why do you think that this options is not
Ok and the answer is because
We did that change the process mode of the screen transition
So it is being affected by the Pars state
Of
The scene tree
So we need a just scroll down with the screen transition group no select
Change the process mode to always
Ok then I will heal it's open up the options menu
Space those two lines above
On the onbackpressed
Method here
So again
These two transition Lines
And then let's go ahead and try it out so if I go to my options menu
I can't click back
How many quick play
Now if I open an iPod menu at the options I should see that working just fine
Now one quick fix is I'm noticing at the main menu then yet is not working yet again
And that's because we need to change the Venue layer 22
In the main menu
And everything is good
Cyber leave we've got Oliver transitions in place
Actually let's try the death screen
So when we click restart from the victory screen
Or from the end screen here
We need to also do a transition there
Sauna Henry start button pressed
Let's do the screen Transit
As the first couple of lines in
Buttons and screen on reset button press
Transitions and left you once I'll test everything make sure it's all good
And now I've got my defeat screen I'm going to click restart
And the game is restarted so
Yep that is screen transitions
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