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