extends Node signal scene_loaded(scene : Scene) signal scene_node_ready(scene : Scene) var actual_scene = null var loading_scene = false var generating_node = false var next_scene_node : Node @onready var current_scene_node : Node = get_tree().root.get_children().back() func _ready(): %SceneAnnounce.hide() func change_to_scene(scene : Scene, with_loading = true): if loading_scene or generating_node: await scene_node_ready actual_scene = scene loading_scene = true var scene_path_to_load = scene.scene_path ResourceLoader.load_threaded_request(scene_path_to_load) LoadingScreen.loading_text = "LOADING_SCENE" var scene_to_hide = current_scene_node if with_loading: await LoadingScreen.show_loading_screen() if scene_to_hide != null and scene_to_hide.has_method("hide"): scene_to_hide.hide() if loading_scene: await scene_loaded next_scene_node = ResourceLoader.load_threaded_get(scene_path_to_load).instantiate() if next_scene_node.has_method("hide"): next_scene_node.hide() get_tree().root.add_child(next_scene_node) generating_node = true if scene.need_terrain_generated: LoadingScreen.loading_text = "GENERATING_TERRAIN" await scene_node_ready if current_scene_node: current_scene_node.queue_free() current_scene_node = next_scene_node if current_scene_node.has_method("show"): current_scene_node.show() Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if scene.mouse_captured else Input.MOUSE_MODE_VISIBLE GameInfo.update_inputs() if actual_scene.need_to_be_saved: GameInfo.game_data.last_game_scene = scene GameInfo.save_game_data() if with_loading: LoadingScreen.hide_loading_screen() func _process(_delta): if loading_scene: var progress = [] var load_status := ResourceLoader.load_threaded_get_status(actual_scene.scene_path, progress) LoadingScreen.loading_value = progress[0] if load_status == ResourceLoader.THREAD_LOAD_LOADED: loading_scene = false scene_loaded.emit(actual_scene) if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE: printerr() elif generating_node: if next_scene_node is Region: LoadingScreen.loading_value = next_scene_node.generated_value if next_scene_node.is_generated: generating_node = false scene_node_ready.emit() announce_scene(actual_scene) actual_scene._on_generated(next_scene_node) elif next_scene_node.is_node_ready(): generating_node = false scene_node_ready.emit(actual_scene) announce_scene(actual_scene) actual_scene._on_generated(next_scene_node) func announce_scene(scene : Scene): if scene.need_to_announce: %SceneTitle.text = scene.get_scene_title() %SceneIcon.texture = scene.get_scene_icon() %SceneAnnounceAnimationPlayer.play("announce")