| 12345678910111213141516171819202122232425262728293031323334353637383940414243 |
- if UiContainer == nil then UiContainer = {} end
- UiContainer.Fade = {
- fade_in = function( self )
- local fade = ui_manager:get_widget( "Fade.Screen" )
- fade:play_animation_stop( "FadeIn" )
- fade:animation_sync()
- return 0;
- end,
- --- Transition from the field or the world map to the battle in Battle.pending_id.
- --
- -- The screen flashes white and the battle starts under the flash, which BattleUi.show reveals.
- battle_transition = function( self )
- -- The player can't move during the transition. It's unlocked when the battle ends, unless
- -- the player was already locked.
- Battle.locked_by_transition = not entity_manager:is_player_locked()
- player_lock( true )
- local fade = ui_manager:get_widget( "Fade.Screen" )
- fade:set_colour( 1, 1, 1 )
- fade:play_animation_stop( "BattleFlash" )
- fade:animation_sync()
- battle_manager:start_battle( Battle.pending_id )
- -- The battle takes over the screen, so the cover of the field goes away.
- fade:set_alpha( 0 )
- fade:set_colour( 0, 0, 0 )
- UiContainer.BattleUi.show( UiContainer.BattleUi )
- return 0
- end,
- fade_out = function( self )
- local fade = ui_manager:get_widget( "Fade.Screen" )
- fade:play_animation_stop( "FadeOut" )
- fade:animation_sync()
- return 0;
- end,
- }
|