Rework loading maps to be asynchronous, change debug menu so that its not completely pausing the game
This commit is contained in:
@@ -24,7 +24,7 @@ public partial class App : Node, IApp
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[Node] private MainMenu MainMenu { get; set; } = default!;
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[Node] private Control LoadingScreen { get; set; } = default!;
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[Node] private LoadingScreen LoadingScreen { get; set; } = default!;
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public IInstantiator Instantiator { get; set; } = default!;
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@@ -118,6 +118,7 @@ public partial class App : Node, IApp
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if (_loadingGame)
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{
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ResourceLoader.LoadThreadedGetStatus(GAME_SCENE_PATH, _progress);
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LoadingScreen.ProgressBar.Value = (double)_progress.Single();
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if ((double)_progress.Single() == 1)
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_loadedScene.OnNext(GAME_SCENE_PATH);
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}
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@@ -125,6 +126,7 @@ public partial class App : Node, IApp
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if (_loadingEnemyViewer)
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{
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ResourceLoader.LoadThreadedGetStatus(ENEMY_VIEWER_PATH, _progress);
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LoadingScreen.ProgressBar.Value = (double)_progress.Single();
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if ((double)_progress.Single() == 1)
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_loadedScene.OnNext(ENEMY_VIEWER_PATH);
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}
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@@ -177,13 +177,13 @@ public partial class Game : Node3D, IGame
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{
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InGameUI.DebugMenu.Show();
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InGameUI.PlayerInfoUI.Hide();
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GameRepo.Pause();
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_player.Deactivate();
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})
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.Handle((in GameState.Output.CloseDebugMenu _) =>
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{
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InGameUI.DebugMenu.Hide();
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InGameUI.PlayerInfoUI.Show();
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GameRepo.Resume();
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_player.Activate();
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})
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.Handle((in GameState.Output.OpenTeleportScreen _) =>
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{
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@@ -199,7 +199,7 @@ public partial class Game : Node3D, IGame
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.Handle((in GameState.Output.LoadNextFloor _) =>
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{
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FloorClearMenu.FadeOut();
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_map.SpawnNextFloor();
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_map.LoadFloor();
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if (_player.EquippedWeapon.Value.ItemTag == ItemTag.BreaksOnChange)
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{
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var itemToDestroy = _player.EquippedWeapon.Value;
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@@ -247,7 +247,7 @@ public partial class Game : Node3D, IGame
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public void OnReady()
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{
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InitializeGame();
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_map.LoadMap();
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_map.LoadFloor();
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GameRepo.Resume();
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InGameUI.Show();
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InGameUI.PlayerInfoUI.Activate();
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@@ -3,24 +3,20 @@ using Chickensoft.Collections;
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using Chickensoft.GodotNodeInterfaces;
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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 System.Collections.Immutable;
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using System.Threading.Tasks;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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public interface IMap : INode3D, IProvide<ISaveChunk<MapData>>
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{
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void LoadMap();
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void LoadFloor();
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Task LoadFloor();
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ImmutableDictionary<Floor, string> FloorScenes { get; }
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IDungeonFloor CurrentFloor { get; }
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void SpawnNextFloor();
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Transform3D GetPlayerSpawnPosition();
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IDungeonRoom GetPlayersCurrentRoom();
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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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@@ -1,7 +1,73 @@
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[gd_scene load_steps=2 format=3 uid="uid://by67pn7fdsg1m"]
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[gd_scene load_steps=6 format=3 uid="uid://by67pn7fdsg1m"]
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[ext_resource type="Script" uid="uid://14e8mu48ed4" path="res://src/map/Map.cs" id="1_bw70o"]
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[sub_resource type="Animation" id="Animation_g6eui"]
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resource_name = "fade_in"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("ColorRect:color")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0, 1),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 0)]
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}
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[sub_resource type="Animation" id="Animation_00xd7"]
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length = 0.001
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("ColorRect:color")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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"values": [Color(0, 0, 0, 1)]
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}
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[sub_resource type="Animation" id="Animation_v14r0"]
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resource_name = "fade_out"
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tracks/0/type = "value"
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tracks/0/imported = false
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tracks/0/enabled = true
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tracks/0/path = NodePath("ColorRect:color")
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tracks/0/interp = 1
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tracks/0/loop_wrap = true
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tracks/0/keys = {
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"times": PackedFloat32Array(-0.0666667, 0),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0, 0, 0, 1), Color(0, 0, 0, 1)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_00xd7"]
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_data = {
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&"RESET": SubResource("Animation_00xd7"),
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&"fade_in": SubResource("Animation_g6eui"),
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&"fade_out": SubResource("Animation_v14r0")
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}
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[node name="Map" type="Node3D"]
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script = ExtResource("1_bw70o")
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Floors = Array[int]([3, 2, 0, 4, 1, 5, 6])
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[node name="ColorRect" type="ColorRect" parent="."]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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color = Color(0, 0, 0, 1)
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[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
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unique_name_in_owner = true
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libraries = {
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&"": SubResource("AnimationLibrary_00xd7")
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}
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1
Zennysoft.Game.Ma/src/map/SceneLoader.cs.uid
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1
Zennysoft.Game.Ma/src/map/SceneLoader.cs.uid
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@@ -0,0 +1 @@
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uid://bftr18a1c2gll
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@@ -1,20 +1,12 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class LoadingScreen : Control
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{
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public override void _Notification(int what) => this.Notify(what);
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed(GameInputs.Next))
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{
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}
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if (Input.IsActionJustPressed(GameInputs.Previous))
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{
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}
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}
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[Node]
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public ProgressBar ProgressBar { get; set; } = default!;
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}
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@@ -1,12 +1,12 @@
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[gd_scene load_steps=4 format=3 uid="uid://cpjlj7kxdhv16"]
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[ext_resource type="Script" uid="uid://b07ueredevhr3" path="res://src/menu/LoadingScreen.cs" id="1_5uxhf"]
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[ext_resource type="FontFile" uid="uid://cm8j5vcdop5x0" path="res://src/ui/fonts/Mrs-Eaves-OT-Roman_31443.ttf" id="2_xfkmi"]
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[sub_resource type="LabelSettings" id="LabelSettings_6i7rn"]
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font = ExtResource("2_xfkmi")
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font_size = 100
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font_color = Color(0.737255, 0.705882, 0.690196, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_5uxhf"]
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bg_color = Color(0.670689, 0.67069, 0.670689, 1)
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_xfkmi"]
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bg_color = Color(0.146349, 0.723509, 0, 1)
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[node name="LoadingScreen" type="Control"]
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layout_mode = 3
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@@ -28,7 +28,9 @@ grow_vertical = 2
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[node name="CenterContainer" type="CenterContainer" parent="PanelContainer"]
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layout_mode = 2
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[node name="Label" type="Label" parent="PanelContainer/CenterContainer"]
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[node name="ProgressBar" type="ProgressBar" parent="PanelContainer/CenterContainer"]
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unique_name_in_owner = true
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custom_minimum_size = Vector2(500, 50)
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layout_mode = 2
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text = "Loading..."
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label_settings = SubResource("LabelSettings_6i7rn")
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theme_override_styles/background = SubResource("StyleBoxFlat_5uxhf")
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theme_override_styles/fill = SubResource("StyleBoxFlat_xfkmi")
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@@ -47,25 +47,6 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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public override void _Ready()
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{
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<<<<<<< HEAD
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VisibilityChanged += PauseDebugMenu_VisibilityChanged;
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LoadNextFloorButton.Pressed += LoadNextFloorButton_Pressed;
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_itemDatabase = new ItemDatabase();
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_spawnableItems = _itemDatabase.Items;
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_spawnableEnemies = [];
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foreach (var item in _spawnableItems)
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SpawnItemDropDown.AddItem(item.ItemName);
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_spawnableEnemies = [.. _enemyDatabase.EnemyList];
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foreach (var enemy in _spawnableEnemies)
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{
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var tempEnemy = enemy.Instantiate<Enemy>();
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SpawnEnemyDropDown.AddItem(tempEnemy.Name);
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}
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SpawnItemDropDown.AllowReselect = true;
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SpawnEnemyDropDown.AllowReselect = true;
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=======
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VisibilityChanged += PauseDebugMenu_VisibilityChanged;
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LoadNextFloorButton.Pressed += LoadNextFloorButton_Pressed;
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_itemDatabase = new ItemDatabase();
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@@ -76,7 +57,6 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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SpawnItemDropDown.AllowReselect = true;
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SpawnEnemyDropDown.AllowReselect = true;
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>>>>>>> 7e9114bfd1f6c5dd447c4c4e54a2e8ccb9f38e24
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SpawnItemDropDown.ItemSelected += SpawnItemDropDown_ItemSelected;
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SpawnEnemyDropDown.ItemSelected += SpawnEnemyDropDown_ItemSelected;
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@@ -84,17 +64,10 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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private void SpawnEnemyDropDown_ItemSelected(long index)
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{
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<<<<<<< HEAD
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var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
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var loadedEnemy = enemyToSpawn.Instantiate<Enemy>();
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AddChild(loadedEnemy);
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loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
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=======
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var enemyToSpawn = _spawnableEnemies.ElementAt((int)index);
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var loadedEnemy = GD.Load<PackedScene>(enemyToSpawn).Instantiate<Enemy>();
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AddChild(loadedEnemy);
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loadedEnemy.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
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>>>>>>> 7e9114bfd1f6c5dd447c4c4e54a2e8ccb9f38e24
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}
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private void SpawnItemDropDown_ItemSelected(long index)
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@@ -105,9 +78,9 @@ public partial class PauseDebugMenu : Control, IDebugMenu
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duplicated.GlobalPosition = new Vector3(_player.CurrentPosition.X, _player.CurrentPosition.Y + 1, _player.CurrentPosition.Z) + (-_player.CurrentBasis.Z * 2);
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}
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private void LoadNextFloorButton_Pressed()
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private async void LoadNextFloorButton_Pressed()
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{
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_map.SpawnNextFloor();
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await _map.LoadFloor();
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}
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private void PauseDebugMenu_VisibilityChanged()
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41
Zennysoft.Game.Ma/src/utils/SceneLoader.cs
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41
Zennysoft.Game.Ma/src/utils/SceneLoader.cs
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@@ -0,0 +1,41 @@
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using Godot;
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using System.Linq;
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namespace Zennysoft.Game.Ma;
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public partial class SceneLoader : Node
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{
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private string _sceneToLoad;
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private bool _loading = false;
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[Signal]
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public delegate void SceneLoadedEventHandler();
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public Node LoadedScene { get; private set; }
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public void LoadSceneRequest(string sceneToLoad)
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{
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ResourceLoader.LoadThreadedRequest(sceneToLoad);
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_sceneToLoad = sceneToLoad;
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_loading = true;
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}
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private void LoadScene()
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{
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_loading = false;
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var scene = (PackedScene)ResourceLoader.LoadThreadedGet(_sceneToLoad);
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LoadedScene = scene.Instantiate();
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EmitSignal(SignalName.SceneLoaded);
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}
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public override void _Process(double delta)
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{
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if (!_loading)
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return;
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var progress = new Godot.Collections.Array();
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ResourceLoader.LoadThreadedGetStatus(_sceneToLoad, progress);
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if ((double)progress.Single() == 1)
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LoadScene();
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}
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}
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Reference in New Issue
Block a user