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108 lines (86 loc) · 3.17 KB
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Copy pathShell.cs
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108 lines (86 loc) · 3.17 KB
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using System;
using System.Diagnostics;
using System.Threading.Tasks;
using Godot;
namespace LD60;
public partial class Shell : Control
{
public static Shell? Instance { get; private set; }
[Export]
public PackedScene? InitialScene { get; set; }
[Export]
public ShaderMaterial? TransitionMaterial { get; set; }
[Export]
public double TransitionHalfDuration { get; set; } = 1.5;
[Export]
public Control? SceneHost { get; set; }
private bool _triggeredTransition;
private string? _preloadScene;
public override void _Ready()
{
Instance = this;
_ = WaitForLoadAsync();
}
private async Task WaitForLoadAsync()
{
// wait for a processed frame
await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
if (InitialScene is null) throw new ArgumentNullException(nameof(InitialScene));
PreloadScene(InitialScene.ResourcePath);
_triggeredTransition = true;
}
public override void _Process(double delta)
{
if (_triggeredTransition &&
_preloadScene != null &&
ResourceLoader.LoadThreadedGetStatus(_preloadScene) == ResourceLoader.ThreadLoadStatus.Loaded)
{
Node? scene = (ResourceLoader.LoadThreadedGet(_preloadScene) as PackedScene)?.Instantiate();
if (scene is null) throw new InvalidOperationException($"Could not load scene {_preloadScene}");
_preloadScene = null;
_triggeredTransition = false;
// TODO: Fire Loading event, if needed
if (SceneHost?.GetChildCount() > 0)
{
Node? current = SceneHost?.GetChild(0);
current?.QueueFree();
}
_ = LoadSceneInAsync(scene);
}
}
public void PreloadScene(string nextScene)
{
_preloadScene = nextScene;
ResourceLoader.LoadThreadedRequest(nextScene);
}
public void TransitionTo(string nextScene)
{
TransitionMaterial?.SetShaderParameter("inverted", false);
var tween = CreateTween();
tween.TweenMethod(Callable.From((float v) => TransitionMaterial?.SetShaderParameter("progress", v)), 0.0, 1.0, TransitionHalfDuration)
.SetEase(Tween.EaseType.In);
tween.Finished += () =>
{
if (nextScene == _preloadScene)
{
_triggeredTransition = true;
return;
}
PackedScene scenePack = GD.Load<PackedScene>(nextScene);
Node scene = scenePack.Instantiate();
// TODO: Fire Loading event if need to know
Node? current = SceneHost?.GetChild(0);
current?.QueueFree();
_ = LoadSceneInAsync(scene);
};
}
private async Task LoadSceneInAsync(Node scene)
{
SceneHost?.AddChild(scene);
TransitionMaterial?.SetShaderParameter("inverted", true);
var tween = CreateTween();
tween.TweenMethod(Callable.From((float v) => TransitionMaterial?.SetShaderParameter("progress", v)), 0.0, 1.0, TransitionHalfDuration)
.SetEase(Tween.EaseType.In);
await ToSignal(tween, Tween.SignalName.Finished);
}
}