cirnogodot/Scripts/GlobalState.cs

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using System.Threading.Tasks;
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using Cirno.Scripts.Resources;
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using Cirno.Scripts.Utils;
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using Godot;
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using GTweens.Builders;
using GTweensGodot.Extensions;
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public partial class GlobalState : Node
{
public static GlobalState Instance { get; private set; }
public Node CurrentScene { get; set; }
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private ColorRect _fader { get; set; }
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public SessionSettings SessionSettings { get; set; }
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private PackedScene _plaqueTemplate;
private Control _loadingPlaque;
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public override void _Ready()
{
Instance = this;
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this.ProcessMode = ProcessModeEnum.Always;
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Viewport root = GetTree().Root;
// Using a negative index counts from the end, so this gets the last child node of `root`.
CurrentScene = root.GetChild(-1);
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_fader = CreateFader();
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//LoadPlaque();
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}
public void GotoScene(string path)
{
// This function will usually be called from a signal callback,
// or some other function from the current scene.
// Deleting the current scene at this point is
// a bad idea, because it may still be executing code.
// This will result in a crash or unexpected behavior.
// The solution is to defer the load to a later time, when
// we can be sure that no code from the current scene is running:
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//CallDeferred(MethodName.DeferredGotoScene, path, new MapStartDataResource());
GoToScene(path, new MapStartDataResource());
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}
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public void GoToScene(string path, MapStartDataResource startData)
{
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GTweenSequenceBuilder.New()
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.AppendCallback(() =>
{
_loadingPlaque?.Show();
})
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//.Append(_fader.TweenModulateAlpha(0, 0f))
.Append(_fader.TweenModulateAlpha(1, 0.5f))
.AppendCallback(() =>
{
CallDeferred(MethodName.DeferredGotoScene, path, startData);
})
.Build()
.PlayUnpausable();
//CallDeferred(MethodName.DeferredGotoScene, path, startData);
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}
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private void DeferredGotoScene(string path, MapStartDataResource startData = null)
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{
// It is now safe to remove the current scene.
CurrentScene.Free();
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// Load a new scene.
var nextScene = GD.Load<PackedScene>(path);
// Instance the new scene.
CurrentScene = nextScene.Instantiate();
// Add it to the active scene, as child of root.
GetTree().Root.AddChild(CurrentScene);
// Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
GetTree().CurrentScene = CurrentScene;
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// // Update current scene here too
// CurrentScene = GetTree().Root.GetChild(-1);
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if (startData is not null && GameManager.Instance is not null)
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{
// Call deferred if it gives issues
DeferredAddStartDataToGameManager(startData);
}
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if (GameManager.Instance is not null) {
GameManager.Instance.ApplySessionState(SessionSettings);
}
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FadeIn();
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}
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private void DeferredAddStartDataToGameManager(MapStartDataResource resource)
{
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GameManager.Instance?.ApplyMapStartData(resource);
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}
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private Control LoadPlaque()
{
_plaqueTemplate = GD.Load<PackedScene>("res://Scenes/HUD/LoadingPlaque.tscn");
return _plaqueTemplate.Instantiate<Control>();
}
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private ColorRect CreateFader()
{
var canvas = new CanvasLayer();
canvas.ProcessMode = ProcessModeEnum.Always;
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var rect = new ColorRect();
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rect.ZAsRelative = false;
rect.ZIndex = 100;
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rect.SetAnchorsPreset(Control.LayoutPreset.FullRect);
rect.Color = new Color(Colors.Black, 1f);
rect.ProcessMode = ProcessModeEnum.Always;
rect.Modulate = new Color(0,0,0,0);
rect.MouseFilter = Control.MouseFilterEnum.Ignore;
canvas.CallDeferred("add_child", rect);
this.CallDeferred("add_child", canvas);
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_loadingPlaque = LoadPlaque();
canvas.CallDeferred("add_child", _loadingPlaque);
_loadingPlaque.Hide();
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return rect;
}
public void FadeOut()
{
_fader.TweenModulateAlpha(1, 0.5f).PlayUnpausable();
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_loadingPlaque?.Show();
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}
public void FadeIn()
{
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_loadingPlaque?.Hide();
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_fader.TweenModulateAlpha(0, 1f).PlayUnpausable();
}
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}