99 lines
3.1 KiB
GDScript
99 lines
3.1 KiB
GDScript
extends Node
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@export var scenes : Array[Scene]
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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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@onready var current_scene_node : Node = get_tree().root.get_children().back()
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func search_scenes(scene_id : String) -> Scene:
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var scene_pos : int = scenes.find_custom(
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func (s : Scene):
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return s.scene_id == scene_id
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)
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if scene_pos == -1:
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return null
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else :
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return scenes[scene_pos]
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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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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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LoadingScreen.loading_text = "LOADING_SCENE"
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var scene_to_hide = current_scene_node
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if with_loading:
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await LoadingScreen.show_loading_screen()
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if scene_to_hide != null and scene_to_hide.has_method("hide"):
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scene_to_hide.hide()
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if loading_scene:
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await scene_loaded
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next_scene_node = ResourceLoader.load_threaded_get(scene_path_to_load).instantiate()
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if next_scene_node.has_method("hide"):
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next_scene_node.hide()
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get_tree().root.add_child(next_scene_node)
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generating_node = true
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if scene.need_terrain_generated:
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LoadingScreen.loading_text = "GENERATING_TERRAIN"
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await scene_node_ready
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if current_scene_node:
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current_scene_node.queue_free()
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current_scene_node = next_scene_node
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if current_scene_node.has_method("show"):
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current_scene_node.show()
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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(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(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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if next_scene_node is Region:
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LoadingScreen.loading_value = next_scene_node.generated_value
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if next_scene_node.is_generated:
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generating_node = false
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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(actual_scene)
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