Ajout de la cinématique de début et refonte du système audio
Et toujours un peu de correction de bug par ci par là
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@@ -4,4 +4,5 @@ class_name Scene
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@export var scene_id : String
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@export_file_path() var scene_path : String
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@export var mouse_captured := false
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@export var need_terrain_generated := false
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@export var need_terrain_generated := false
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@export var need_to_be_saved = true
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@@ -5,6 +5,7 @@ extends Node
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signal scene_loaded(scene : Scene)
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signal scene_node_ready(scene : Scene)
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var actual_scene = null
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var loading_scene = false
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var generating_node = false
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var next_scene_node : Node
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@@ -20,16 +21,21 @@ func search_scenes(scene_id : String) -> Scene:
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else :
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return scenes[scene_pos]
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func change_scene(scene_id : String, with_loading = true):
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if loading_scene or generating_node:
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await scene_node_ready
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func change_to_scene_id(scene_id : String, with_loading = true):
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var scene = search_scenes(scene_id)
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if not scene:
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printerr("Scene %s not found" % scene_id)
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return
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GameInfo.game_data.actual_scene = scene
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change_to_scene(scene, with_loading)
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func change_to_scene(scene : Scene, with_loading = true):
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if loading_scene or generating_node:
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await scene_node_ready
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actual_scene = scene
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loading_scene = true
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var scene_path_to_load = scene.scene_path
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ResourceLoader.load_threaded_request(scene_path_to_load)
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@@ -64,17 +70,21 @@ func change_scene(scene_id : String, with_loading = true):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if scene.mouse_captured else Input.MOUSE_MODE_VISIBLE
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GameInfo.update_inputs()
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if actual_scene.need_to_be_saved:
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GameInfo.game_data.last_game_scene = scene
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GameInfo.save_game_data()
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if with_loading:
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LoadingScreen.hide_loading_screen()
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func _process(_delta):
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if loading_scene:
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var progress = []
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var load_status := ResourceLoader.load_threaded_get_status(GameInfo.game_data.actual_scene.scene_path, progress)
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var load_status := ResourceLoader.load_threaded_get_status(actual_scene.scene_path, progress)
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LoadingScreen.loading_value = progress[0]
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if load_status == ResourceLoader.THREAD_LOAD_LOADED:
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loading_scene = false
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scene_loaded.emit(GameInfo.game_data.actual_scene)
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scene_loaded.emit(actual_scene)
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if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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printerr()
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elif generating_node:
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@@ -85,4 +95,4 @@ func _process(_delta):
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scene_node_ready.emit()
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elif next_scene_node.is_node_ready():
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generating_node = false
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scene_node_ready.emit(GameInfo.game_data.actual_scene)
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scene_node_ready.emit(actual_scene)
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