WIP new SceneTransition system
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@@ -0,0 +1,88 @@
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using Godot;
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namespace Babushka.scripts.CSharp.Common.SceneManagement;
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public partial class SceneTransitionThreaded : Node2D
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{
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public static SceneTransitionThreaded Instance { get; private set; }
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// set to true if don't wanna use it
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public bool userCodeLoadCompleted = true;
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private ThreadedLoadingStateEn threadedLoadingState = ThreadedLoadingStateEn._none;
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public enum ThreadedLoadingStateEn
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{
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_none,
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_fading_in,
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_loading,
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_loading_user_code
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}
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[Export] private AnimationPlayer animationPlayer;
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private string scenePathThreaded = "";
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public override void _EnterTree()
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{
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Instance = this;
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}
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public override void _Process(double delta)
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{
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CheckLoadThreaded();
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}
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private void CheckLoadThreaded()
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{
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if (scenePathThreaded == "")
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{ return; }
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if (threadedLoadingState == ThreadedLoadingStateEn._loading && ResourceLoader.LoadThreadedGetStatus(scenePathThreaded) == ResourceLoader.ThreadLoadStatus.Loaded)
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{
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OnResourceLoadThreadedComplete();
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}
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else if (threadedLoadingState == ThreadedLoadingStateEn._loading_user_code && userCodeLoadCompleted)
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{
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OnResourceLoadThreadedCompleteUserCode();
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}
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}
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public async void ChangeSceneToFile(string scenePath)
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{
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animationPlayer.Play("fadeIn");
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//yield(animationPlayer, "animation_finished");
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await ToSignal(animationPlayer, "animation_finished");
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GetTree().ChangeSceneToFile(scenePath);
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animationPlayer.Play("fadeOut");
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}
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public void OnFadeInCompletedThreaded()
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{
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if (scenePathThreaded == "")
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{ return; }
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ResourceLoader.LoadThreadedRequest(scenePathThreaded);
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threadedLoadingState = ThreadedLoadingStateEn._loading;
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}
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// https://docs.godotengine.org/en/stable/tutorials/io/background_loading.html
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public void ChangeSceneToFileThreaded(string scenePath)
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{
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scenePathThreaded = scenePath;
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animationPlayer.Play("fadeIn");
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threadedLoadingState = ThreadedLoadingStateEn._fading_in;
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}
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private void OnResourceLoadThreadedComplete()
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{
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PackedScene loadedScene = (PackedScene)ResourceLoader.LoadThreadedGet(scenePathThreaded);
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//Node sceneInstance = loadedScene.Instantiate();
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GetTree().ChangeSceneToPacked(loadedScene);
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threadedLoadingState = ThreadedLoadingStateEn._loading_user_code;
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}
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private void OnResourceLoadThreadedCompleteUserCode()
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{
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animationPlayer.Play("fadeOut");
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scenePathThreaded = "";
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threadedLoadingState = ThreadedLoadingStateEn._none;
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}
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}
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@@ -0,0 +1 @@
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uid://bo2jik2jtuqlw
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@@ -1,3 +1,5 @@
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using System.Threading.Tasks;
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using Babushka.scripts.CSharp.Common.SceneManagement;
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using Godot;
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namespace Babushka.scripts.CSharp.Common;
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@@ -5,9 +7,12 @@ namespace Babushka.scripts.CSharp.Common;
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public partial class SceneTransition : Node
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{
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[Export] private PackedScene _sceneToLoad;
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[Export] private string[] _sceneNamesToLoad;
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[Export] private int _sceneIndex;
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[Export] private Node? _sceneInstanceParent;
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[Export] private bool _unloadSelf = true;
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// todo: remove and replace with indexed system
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public void LoadScene()
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{
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Node sceneInstance = _sceneToLoad.Instantiate();
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@@ -24,6 +29,22 @@ public partial class SceneTransition : Node
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}
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}
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public void LoadSceneAtIndex(int index)
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{
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string sceneName = _sceneNamesToLoad[index];
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SceneTransitionThreaded.Instance.ChangeSceneToFileThreaded(sceneName);
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UnloadAfterDelay();
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}
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private async void UnloadAfterDelay()
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{
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await ToSignal(GetTree().CreateTimer(1.0f), "timeout"); // 1.0f seconds
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if (_unloadSelf)
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{
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QueueFree();
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}
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}
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public void Quit()
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{
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GetTree().Quit();
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