extends Control const TICKS_TIME_MAX = 100 # msec onready var current_scene = null onready var current_scene_int = null onready var loader = null onready var wait_frames = 1 onready var database = null onready var loaded = false onready var animation = Loading.get_node("AnimLoading") func _ready(): database = load("res://scripts/Database.gd").new().initialize() _initialize_current_scene() _initialize_loading_scene() func _initialize_loading_scene(): print("[global#goto_scene] establish signal before") animation.connect("animation_started", Event, "_loading_is_started") animation.connect("animation_finished", Event, "_loading_is_finished") func goto_scene(path): print("[global#goto_scene] : load scene "+String(path)) loader = ResourceLoader.load_interactive(path) if loader == null: print("Error loading ....") return Loading.show() animation.play("BorderAnim") set_process(true) current_scene.queue_free() wait_frames = 1 Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(loader.get_stage_count()) func _process(_delta): if loader == null: set_process(false) return if wait_frames > 0: wait_frames -= 1 var tick = OS.get_ticks_msec() # Use "TICKS_TIME_MAX" to control for how long we block this thread while OS.get_ticks_msec() < tick + TICKS_TIME_MAX: if loaded: var err = loader.poll() if err == ERR_FILE_EOF: # Finished loading. _set_new_scene() break elif err == OK: _update_progress() else: loader = null break ## PRIVATE func _initialize_current_scene(): print("[global#_initialize_current_scene]") var root = get_tree().get_root() current_scene = root.get_child(root.get_child_count() - 1) if current_scene.name != "Main": get_node("/root/Loading").hide() func _update_progress(): Loading.visible = true Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(loader.get_stage()) func _set_new_scene(): var resource = loader.get_resource() loader = null current_scene = resource.instance() get_node("/root").add_child(current_scene) Loading.hide()