60d9f614ee
Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
79 lines
2.1 KiB
GDScript
79 lines
2.1 KiB
GDScript
extends Control
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@onready var current_scene = null
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@onready var current_scene_int = null
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@onready var wait_frames = 1
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@onready var database = null
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@onready var loaded = false
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@onready var animation = Loading.get_node("AnimLoading")
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var _loading_path: String = ""
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func _ready():
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database = load("res://scripts/Database.gd").new().initialize()
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_initialize_current_scene()
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_initialize_loading_scene()
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func _initialize_loading_scene():
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animation.animation_started.connect(Event._loading_is_started)
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animation.animation_finished.connect(Event._loading_is_finished)
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func goto_scene(path):
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print("[global#goto_scene] : load scene " + str(path))
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var err = ResourceLoader.load_threaded_request(path)
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if err != OK:
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print("Error loading ....")
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return
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_loading_path = path
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Loading.show()
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animation.play("BorderAnim")
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set_process(true)
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current_scene.queue_free()
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wait_frames = 1
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_max(1.0)
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func _process(_delta):
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if _loading_path == "":
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set_process(false)
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return
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if wait_frames > 0:
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wait_frames -= 1
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if not loaded:
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return
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var progress := []
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var status = ResourceLoader.load_threaded_get_status(_loading_path, progress)
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match status:
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ResourceLoader.THREAD_LOAD_IN_PROGRESS:
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_update_progress(progress[0] if progress.size() > 0 else 0.0)
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ResourceLoader.THREAD_LOAD_LOADED:
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_set_new_scene()
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ResourceLoader.THREAD_LOAD_FAILED, ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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print("Error loading ....")
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_loading_path = ""
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## PRIVATE
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func _initialize_current_scene():
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print("[global#_initialize_current_scene]")
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var root = get_tree().get_root()
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current_scene = root.get_child(root.get_child_count() - 1)
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if current_scene.name != "Main":
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get_node("/root/Loading").hide()
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func _update_progress(value: float):
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Loading.visible = true
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Loading.get_node("LoadingBare/VBoxContainer/HBoxContainer/ProgressBar").set_value(value)
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func _set_new_scene():
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var resource = ResourceLoader.load_threaded_get(_loading_path)
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_loading_path = ""
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current_scene = resource.instantiate()
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get_node("/root").add_child(current_scene)
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Loading.hide()
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