supervisor-simulator/scripts/Loader.cs
2026-01-18 20:05:23 +08:00

63 lines
2.2 KiB
C#

using System.Collections.Generic;
using Godot;
using Godot.Collections;
/// <summary>
/// 场景加载器
/// </summary>
public partial class Loader : Control {
private readonly List<string> _resToLoad = new() {
"res://scenes/lab.tscn",
"res://scenes/player.tscn"
};
private ProgressBar _progressBar;
private int _sceneLoaded;
// Called when the node enters the scene tree for the first time.
/// <summary>
/// 场景加载完成时调用
/// </summary>
public override void _Ready() {
_progressBar = GetNode<ProgressBar>("ProgressBar");
var nextScene = GameManager.NextScene;
if (nextScene != null) GameManager.NextScene = "res://scenes/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.
/// <summary>
/// 每帧更新
/// </summary>
/// <param name="delta">帧间隔</param>
public override void _Process(double delta) {
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 {
SetProcess(false);
GetTree().ChangeSceneToFile("res://scenes/lab.tscn");
}
break;
default:
GD.Print("Error loading scene: " + _resToLoad[_sceneLoaded]);
break;
}
}
}