116 lines
No EOL
3.9 KiB
GDScript
116 lines
No EOL
3.9 KiB
GDScript
extends Node
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var current_scene = null
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var character = null
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var character_camera = null
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var character_creation_mesh = null
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var character_creation_camera = null
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var player_name = null
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var player_color = null
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var character_slot = null
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# BG loader
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var loader
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var wait_frames
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var time_max = 100 # msec
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#var current_scene
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var main_scene = null
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func _ready():
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var root = get_tree().get_root()
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# current_scene = root.get_child(root.get_child_count() -1)
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current_scene = root.get_node( "Main/login_scene" )
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# character = get_tree().get_root().get_node( "Main/Game/Character" )
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# character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" )
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# character_creation_camera = get_tree().get_root().get_node( "Main/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
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main_scene = root.get_node( "Main" )
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func goto_scene_loading( path ):
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get_tree().get_root().get_node("Main/background_loader").show()
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loader = ResourceLoader.load_interactive( path )
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if loader == null: # check for errors
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show_error()
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return
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set_process(true)
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current_scene.queue_free() # get rid of the old scene
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# start your "loading..." animation
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# get_node("animation").play("loading")
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wait_frames = 1
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func _process(time):
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if loader == null:
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# no need to process anymore
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set_process(false)
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return
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if wait_frames > 0: # wait for frames to let the "loading" animation to show up
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wait_frames -= 1
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return
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var t = OS.get_ticks_msec()
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while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
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# poll your loader
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var err = loader.poll()
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if err == ERR_FILE_EOF: # load finished
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var resource = loader.get_resource()
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loader = null
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set_new_scene( resource )
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break
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elif err == OK:
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update_progress()
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else: # error during loading
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show_error()
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loader = null
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break
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func update_progress():
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print("test: "+str(loader.get_stage())+" / "+str(loader.get_stage_count()) )
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var progress = int( (float(loader.get_stage()) / loader.get_stage_count()) *100 )
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# update your progress bar?
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get_tree().get_root().get_node("Main/background_loader/center_container/progress_bar").value = progress
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# or update a progress animation?
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# var len = get_node("animation").get_current_animation_length()
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# call this on a paused animation. use "true" as the second parameter to force the animation to update
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# get_node("animation").seek(progress * len, true)
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func set_new_scene( scene_resource ):
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get_tree().get_root().get_node("Main/background_loader").hide()
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current_scene = scene_resource.instance()
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main_scene.add_child(current_scene)
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func goto_scene( path ):
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# This function will usually be called from a signal callback,
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# or some other function from the running scene.
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# Deleting the current scene at this point might be
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# a bad idea, because it may be inside of a callback or function of it.
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# The worst case will be a crash or unexpected behavior.
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# The way around this is deferring the load to a later time, when
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# it is ensured that no code from the current scene is running:
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call_deferred("_deferred_goto_scene", path)
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func _deferred_goto_scene( path ):
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# Immediately free the current scene,
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# there is no risk here.
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current_scene.free()
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# Load new scene.
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var s = ResourceLoader.load( path )
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# Instance the new scene.
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current_scene = s.instance()
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# Add it to the active scene, as child of root.
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path.add_child( current_scene )
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# Optional, to make it compatible with the SceneTree.change_scene() API.
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get_tree().set_current_scene( current_scene ) |