Rework loading maps to be asynchronous, change debug menu so that its not completely pausing the game
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@@ -1,12 +1,13 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Collections;
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using Chickensoft.Introspection;
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using Chickensoft.LogicBlocks;
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using Chickensoft.SaveFileBuilder;
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using Godot;
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using System.Collections.Generic;
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using Godot.Collections;
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using System.Collections.Immutable;
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using System.Linq;
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using System.Threading.Tasks;
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using Zennysoft.Game.Implementation;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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@@ -27,12 +28,15 @@ public partial class Map : Node3D, IMap
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ISaveChunk<MapData> IProvide<ISaveChunk<MapData>>.Value() => MapChunk;
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[Node]
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public AnimationPlayer AnimationPlayer { get; set; } = default!;
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[Dependency]
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public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
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#endregion
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[Export]
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private Godot.Collections.Array<Floor> Floors { get; set; } = default!;
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private Array<Floor> Floors { get; set; } = default!;
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public ImmutableDictionary<Floor, string> FloorScenes { get; private set; }
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@@ -51,7 +55,6 @@ public partial class Map : Node3D, IMap
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public void InitializeMapData()
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{
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ClearMap();
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FloorScenes = ImmutableDictionary<Floor, string>.Empty
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.Add(Floor.Overworld, $"res://src/map/overworld/Overworld.tscn")
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.Add(Floor.Altar, $"res://src/map/dungeon/floors/Floor00.tscn")
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@@ -68,31 +71,6 @@ public partial class Map : Node3D, IMap
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CurrentFloorNumber.OnNext(0);
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}
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public void LoadMap()
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{
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LoadFloor();
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CurrentFloor.InitializeDungeon();
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var transform = GetPlayerSpawnPosition();
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Player.TeleportPlayer(transform);
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CurrentFloor.FloorIsLoaded = true;
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}
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private void ClearMap()
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{
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CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
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}
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public void SpawnNextFloor()
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{
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ClearMap();
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LoadFloor();
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CurrentFloor.InitializeDungeon();
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var transform = GetPlayerSpawnPosition();
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Player.TeleportPlayer(transform);
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CurrentFloor.FloorIsLoaded = true;
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CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
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}
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public IDungeonRoom GetPlayersCurrentRoom()
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{
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var rooms = CurrentFloor.Rooms;
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@@ -102,15 +80,33 @@ public partial class Map : Node3D, IMap
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public Transform3D GetPlayerSpawnPosition() => CurrentFloor.GetPlayerSpawnPoint();
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public void LoadFloor()
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public async Task LoadFloor()
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{
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ClearMap();
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FloorScenes.TryGetValue(Floors.First(), out var currentFloorScene);
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var instantiator = new Instantiator(GetTree());
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var loadedScene = instantiator.LoadAndInstantiate<Node3D>(currentFloorScene);
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AddChild(loadedScene);
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CurrentFloor = (IDungeonFloor)loadedScene;
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AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, "fade_out");
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FloorScenes.TryGetValue(Floors.First(), out var sceneToLoad);
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ClearCurrentMap();
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var sceneLoader = new SceneLoader();
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AddChild(sceneLoader);
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sceneLoader.LoadSceneRequest(sceneToLoad);
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await ToSignal(sceneLoader, SceneLoader.SignalName.SceneLoaded);
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AddChild(sceneLoader.LoadedScene);
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CurrentFloor = (IDungeonFloor)sceneLoader.LoadedScene;
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SetupDungeonFloor();
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CurrentFloor.FloorIsLoaded = true;
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CurrentFloorNumber.OnNext(CurrentFloorNumber.Value + 1);
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sceneLoader.QueueFree();
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AnimationPlayer.CallDeferred(AnimationPlayer.MethodName.Play, ("fade_in"));
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}
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private void ClearCurrentMap()
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{
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CurrentFloor?.CallDeferred(MethodName.QueueFree, []);
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Floors.Remove(Floors.First());
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}
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private void SetupDungeonFloor()
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{
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CurrentFloor.InitializeDungeon();
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var transform = GetPlayerSpawnPosition();
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Player.TeleportPlayer(transform);
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}
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