Rework loading maps to be asynchronous, change debug menu so that its not completely pausing the game

This commit is contained in:
2025-09-26 14:05:05 -07:00
parent 578cde65cc
commit 9107b8c570
10 changed files with 164 additions and 95 deletions

View File

@@ -24,7 +24,7 @@ public partial class App : Node, IApp
[Node] private MainMenu MainMenu { get; set; } = default!;
[Node] private Control LoadingScreen { get; set; } = default!;
[Node] private LoadingScreen LoadingScreen { get; set; } = default!;
public IInstantiator Instantiator { get; set; } = default!;
@@ -118,6 +118,7 @@ public partial class App : Node, IApp
if (_loadingGame)
{
ResourceLoader.LoadThreadedGetStatus(GAME_SCENE_PATH, _progress);
LoadingScreen.ProgressBar.Value = (double)_progress.Single();
if ((double)_progress.Single() == 1)
_loadedScene.OnNext(GAME_SCENE_PATH);
}
@@ -125,6 +126,7 @@ public partial class App : Node, IApp
if (_loadingEnemyViewer)
{
ResourceLoader.LoadThreadedGetStatus(ENEMY_VIEWER_PATH, _progress);
LoadingScreen.ProgressBar.Value = (double)_progress.Single();
if ((double)_progress.Single() == 1)
_loadedScene.OnNext(ENEMY_VIEWER_PATH);
}

View File

@@ -177,13 +177,13 @@ public partial class Game : Node3D, IGame
{
InGameUI.DebugMenu.Show();
InGameUI.PlayerInfoUI.Hide();
GameRepo.Pause();
_player.Deactivate();
})
.Handle((in GameState.Output.CloseDebugMenu _) =>
{
InGameUI.DebugMenu.Hide();
InGameUI.PlayerInfoUI.Show();
GameRepo.Resume();
_player.Activate();
})
.Handle((in GameState.Output.OpenTeleportScreen _) =>
{
@@ -199,7 +199,7 @@ public partial class Game : Node3D, IGame
.Handle((in GameState.Output.LoadNextFloor _) =>
{
FloorClearMenu.FadeOut();
_map.SpawnNextFloor();
_map.LoadFloor();
if (_player.EquippedWeapon.Value.ItemTag == ItemTag.BreaksOnChange)
{
var itemToDestroy = _player.EquippedWeapon.Value;
@@ -247,7 +247,7 @@ public partial class Game : Node3D, IGame
public void OnReady()
{
InitializeGame();
_map.LoadMap();
_map.LoadFloor();
GameRepo.Resume();
InGameUI.Show();
InGameUI.PlayerInfoUI.Activate();

View File

@@ -3,24 +3,20 @@ using Chickensoft.Collections;
using Chickensoft.GodotNodeInterfaces;
using Chickensoft.SaveFileBuilder;
using Godot;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Threading.Tasks;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
public interface IMap : INode3D, IProvide<ISaveChunk<MapData>>
{
void LoadMap();
void LoadFloor();
Task LoadFloor();
ImmutableDictionary<Floor, string> FloorScenes { get; }
IDungeonFloor CurrentFloor { get; }
void SpawnNextFloor();
Transform3D GetPlayerSpawnPosition();
IDungeonRoom GetPlayersCurrentRoom();

View File

@@ -1,12 +1,13 @@
using Chickensoft.AutoInject;
using Chickensoft.Collections;
using Chickensoft.Introspection;
using Chickensoft.LogicBlocks;
using Chickensoft.SaveFileBuilder;
using Godot;
using System.Collections.Generic;
using Godot.Collections;
using System.Collections.Immutable;
using System.Linq;
using System.Threading.Tasks;
using Zennysoft.Game.Implementation;
using Zennysoft.Ma.Adapter;
namespace Zennysoft.Game.Ma;
@@ -27,12 +28,15 @@ public partial class Map : Node3D, IMap
ISaveChunk<MapData> IProvide<ISaveChunk<MapData>>.Value() => MapChunk;
[Node]
public AnimationPlayer AnimationPlayer { get; set; } = default!;
[Dependency]
public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
#endregion
[Export]
private Godot.Collections.Array<Floor> Floors { get; set; } = default!;
private Array<Floor> Floors { get; set; } = default!;
public ImmutableDictionary<Floor, string> FloorScenes { get; private set; }
@@ -51,7 +55,6 @@ public partial class Map : Node3D, IMap
public void InitializeMapData()
{
ClearMap();
FloorScenes = ImmutableDictionary<Floor, string>.Empty
.Add(Floor.Overworld, $"res://src/map/overworld/Overworld.tscn")
.Add(Floor.Altar, $"res://src/map/dungeon/floors/Floor00.tscn")
@@ -68,31 +71,6 @@ public partial class Map : Node3D, IMap
CurrentFloorNumber.OnNext(0);
}
public void LoadMap()
{
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
}
private void ClearMap()
{
CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
}
public void SpawnNextFloor()
{
ClearMap();
LoadFloor();
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
CurrentFloor.FloorIsLoaded = true;
CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
}
public IDungeonRoom GetPlayersCurrentRoom()
{
var rooms = CurrentFloor.Rooms;
@@ -102,15 +80,33 @@ public partial class Map : Node3D, IMap
public Transform3D GetPlayerSpawnPosition() => CurrentFloor.GetPlayerSpawnPoint();
public void LoadFloor()
public async Task LoadFloor()
{
ClearMap();
FloorScenes.TryGetValue(Floors.First(), out var currentFloorScene);
var instantiator = new Instantiator(GetTree());
var loadedScene = instantiator.LoadAndInstantiate<Node3D>(currentFloorScene);
AddChild(loadedScene);
CurrentFloor = (IDungeonFloor)loadedScene;
AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, "fade_out");
FloorScenes.TryGetValue(Floors.First(), out var sceneToLoad);
ClearCurrentMap();
var sceneLoader = new SceneLoader();
AddChild(sceneLoader);
sceneLoader.LoadSceneRequest(sceneToLoad);
await ToSignal(sceneLoader, SceneLoader.SignalName.SceneLoaded);
AddChild(sceneLoader.LoadedScene);
CurrentFloor = (IDungeonFloor)sceneLoader.LoadedScene;
SetupDungeonFloor();
CurrentFloor.FloorIsLoaded = true;
CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
sceneLoader.QueueFree();
AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, ("fade_in"));
}
private void ClearCurrentMap()
{
CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
Floors.Remove(Floors.First());
}
private void SetupDungeonFloor()
{
CurrentFloor.InitializeDungeon();
var transform = GetPlayerSpawnPosition();
Player.TeleportPlayer(transform);
}

View File

@@ -1,7 +1,73 @@
[gd_scene load_steps=2 format=3 uid="uid://by67pn7fdsg1m"]
[gd_scene load_steps=6 format=3 uid="uid://by67pn7fdsg1m"]
[ext_resource type="Script" uid="uid://14e8mu48ed4" path="res://src/map/Map.cs" id="1_bw70o"]
[sub_resource type="Animation" id="Animation_g6eui"]
resource_name = "fade_in"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 1),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
}
[sub_resource type="Animation" id="Animation_00xd7"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
"values": [Color(0, 0, 0, 1)]
}
[sub_resource type="Animation" id="Animation_v14r0"]
resource_name = "fade_out"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("ColorRect:color")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(-0.0666667, 0),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_00xd7"]
_data = {
&"RESET": SubResource("Animation_00xd7"),
&"fade_in": SubResource("Animation_g6eui"),
&"fade_out": SubResource("Animation_v14r0")
}
[node name="Map" type="Node3D"]
script = ExtResource("1_bw70o")
Floors = Array[int]([3, 2, 0, 4, 1, 5, 6])
[node name="ColorRect" type="ColorRect" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0, 0, 0, 1)
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
unique_name_in_owner = true
libraries = {
&"": SubResource("AnimationLibrary_00xd7")
}

View File

@@ -0,0 +1 @@
uid://bftr18a1c2gll

View File

@@ -1,20 +1,12 @@
using Chickensoft.AutoInject;
using Chickensoft.Introspection;
using Godot;
using Zennysoft.Game.Ma;
[Meta(typeof(IAutoNode))]
public partial class LoadingScreen : Control
{
public override void _Notification(int what) => this.Notify(what);
public override void _Process(double delta)
{
if (Input.IsActionJustPressed(GameInputs.Next))
{
}
if (Input.IsActionJustPressed(GameInputs.Previous))
{
}
}
[Node]
public ProgressBar ProgressBar { get; set; } = default!;
}

View File

@@ -1,12 +1,12 @@
[gd_scene load_steps=4 format=3 uid="uid://cpjlj7kxdhv16"]
[ext_resource type="Script" uid="uid://b07ueredevhr3" path="res://src/menu/LoadingScreen.cs" id="1_5uxhf"]
[ext_resource type="FontFile" uid="uid://cm8j5vcdop5x0" path="res://src/ui/fonts/Mrs-Eaves-OT-Roman_31443.ttf" id="2_xfkmi"]
[sub_resource type="LabelSettings" id="LabelSettings_6i7rn"]
font = ExtResource("2_xfkmi")
font_size = 100
font_color = Color(0.737255, 0.705882, 0.690196, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_5uxhf"]
bg_color = Color(0.670689, 0.67069, 0.670689, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_xfkmi"]
bg_color = Color(0.146349, 0.723509, 0, 1)
[node name="LoadingScreen" type="Control"]
layout_mode = 3
@@ -28,7 +28,9 @@ grow_vertical = 2
[node name="CenterContainer" type="CenterContainer" parent="PanelContainer"]
layout_mode = 2
[node name="Label" type="Label" parent="PanelContainer/CenterContainer"]
[node name="ProgressBar" type="ProgressBar" parent="PanelContainer/CenterContainer"]
unique_name_in_owner = true
custom_minimum_size = Vector2(500, 50)
layout_mode = 2
text = "Loading..."
label_settings = SubResource("LabelSettings_6i7rn")
theme_override_styles/background = SubResource("StyleBoxFlat_5uxhf")
theme_override_styles/fill = SubResource("StyleBoxFlat_xfkmi")

View File

@@ -47,25 +47,6 @@ public partial class PauseDebugMenu : Control, IDebugMenu
public override void _Ready()
{
<<<<<<< HEAD
VisibilityChanged += PauseDebugMenu_VisibilityChanged;
LoadNextFloorButton.Pressed += LoadNextFloorButton_Pressed;
_itemDatabase = new ItemDatabase();
_spawnableItems = _itemDatabase.Items;
_spawnableEnemies = [];
foreach (var item in _spawnableItems)
SpawnItemDropDown.AddItem(item.ItemName);
_spawnableEnemies = [.. _enemyDatabase.EnemyList];
foreach (var enemy in _spawnableEnemies)
{
var tempEnemy = enemy.Instantiate<Enemy>();
SpawnEnemyDropDown.AddItem(tempEnemy.Name);
}
SpawnItemDropDown.AllowReselect = true;
SpawnEnemyDropDown.AllowReselect = true;
=======
VisibilityChanged += PauseDebugMenu_VisibilityChanged;
LoadNextFloorButton.Pressed += LoadNextFloorButton_Pressed;
_itemDatabase = new ItemDatabase();
@@ -76,7 +57,6 @@ public partial class PauseDebugMenu : Control, IDebugMenu
SpawnItemDropDown.AllowReselect = true;
SpawnEnemyDropDown.AllowReselect = true;
>>>>>>> 7e9114bfd1f6c5dd447c4c4e54a2e8ccb9f38e24
SpawnItemDropDown.ItemSelected += SpawnItemDropDown_ItemSelected;
SpawnEnemyDropDown.ItemSelected += SpawnEnemyDropDown_ItemSelected;
@@ -84,17 +64,10 @@ public partial class PauseDebugMenu : Control, IDebugMenu
private void SpawnEnemyDropDown_ItemSelected(long index)
{
<<<<<<< HEAD
var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
var loadedEnemy = enemyToSpawn.Instantiate<Enemy>();
AddChild(loadedEnemy);
loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
=======
var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
var loadedEnemy = GD.Load<PackedScene>(enemyToSpawn).Instantiate<Enemy>();
AddChild(loadedEnemy);
loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
>>>>>>> 7e9114bfd1f6c5dd447c4c4e54a2e8ccb9f38e24
}
private void SpawnItemDropDown_ItemSelected(long index)
@@ -105,9 +78,9 @@ public partial class PauseDebugMenu : Control, IDebugMenu
duplicated.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
}
private void LoadNextFloorButton_Pressed()
private async void LoadNextFloorButton_Pressed()
{
_map.SpawnNextFloor();
await _map.LoadFloor();
}
private void PauseDebugMenu_VisibilityChanged()

View File

@@ -0,0 +1,41 @@
using Godot;
using System.Linq;
namespace Zennysoft.Game.Ma;
public partial class SceneLoader : Node
{
private string _sceneToLoad;
private bool _loading = false;
[Signal]
public delegate void SceneLoadedEventHandler();
public Node LoadedScene { get; private set; }
public void LoadSceneRequest(string sceneToLoad)
{
ResourceLoader.LoadThreadedRequest(sceneToLoad);
_sceneToLoad = sceneToLoad;
_loading = true;
}
private void LoadScene()
{
_loading = false;
var scene = (PackedScene)ResourceLoader.LoadThreadedGet(_sceneToLoad);
LoadedScene = scene.Instantiate();
EmitSignal(SignalName.SceneLoaded);
}
public override void _Process(double delta)
{
if (!_loading)
return;
var progress = new Godot.Collections.Array();
ResourceLoader.LoadThreadedGetStatus(_sceneToLoad, progress);
if ((double)progress.Single() == 1)
LoadScene();
}
}