supervisor-simulator/scripts/Loader.cs
2024-11-30 00:57:01 +08:00

57 lines
1.7 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
public partial class Loader : Control
{
private ProgressBar progressBar;
private int sceneLoaded = 0;
private List<string> resToLoad = new (){
"res://lab.tscn",
"res://player.tscn"
};
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
progressBar = GetNode<ProgressBar>("ProgressBar");
string nextScene = GameManager.NextScene;
if (nextScene != null) {
GameManager.NextScene = "res://lab.tscn";
}
resToLoad.AddRange(Res.Accessory);
resToLoad.AddRange(Res.Body);
resToLoad.AddRange(Res.Eye);
resToLoad.AddRange(Res.Hair);
resToLoad.AddRange(Res.Outfit);
resToLoad.AddRange(Res.Smartphone);
ResourceLoader.LoadThreadedRequest(resToLoad[sceneLoaded]);
progressBar.MaxValue = 100 * resToLoad.Count;
SetProcess(true);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
Godot.Collections.Array progress = new();
switch(ResourceLoader.LoadThreadedGetStatus(resToLoad[sceneLoaded], progress))
{
case ResourceLoader.ThreadLoadStatus.InProgress:
progressBar.Value = 100 * sceneLoaded + (int)((float)progress[0] * 100);
break;
case ResourceLoader.ThreadLoadStatus.Loaded:
sceneLoaded++;
if(sceneLoaded < resToLoad.Count) {
ResourceLoader.LoadThreadedRequest(resToLoad[sceneLoaded]);
} else {
var transit = GetNode<SceneTransit>("/root/SceneTransit");
transit.Transit("res://lab.tscn", false);
SetProcess(false);
}
break;
default:
GD.Print("Error loading scene: " + resToLoad[sceneLoaded]);
break;
}
}
}