extends Node3D signal room_loaded var has_stage: bool = false: set(stage): has_stage = stage if in_game and has_stage: in_game = false _return_to_menu() @export_file(".tscn") var youth_room_path: String @export_file(".tscn") var transition_room_path: String @export_file(".tscn") var adulthood_room_path: String @export_file(".tscn") var ending_path: String @onready var main_menu:MainMenu = %"Main Menu" @onready var pause_menu = %PauseMenu @onready var menu_animation: AnimationTree = %MenuAnimationTree @onready var state_machine = menu_animation["parameters/playback"] @onready var focus_forward = %"Main Menu" var current_room_id: State.rooms var in_game = false var current_room: RoomTemplate var currently_loading_room: String = "": set(path): if path != "": ResourceLoader.load_threaded_request(path, "PackedScene") menu_animation["parameters/conditions/loading_done"] = false menu_animation["parameters/conditions/load_save"] = true else: menu_animation["parameters/conditions/loading_done"] = true menu_animation["parameters/conditions/load_save"] = false currently_loading_room = path # Called when the node enters the scene tree for the first time. func _ready(): main_menu.start_game.connect(load_save) main_menu.roll_credits.connect(func(): state_machine.travel("credits_roll")) get_tree().tree_process_mode_changed.connect(pause_mode_changed) await get_tree().process_frame currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room) State.pass_stage_to(main_menu) Scenes.scene_starting.connect(prepare_transition) Scenes.scene_finished.connect(transition) func _process(_delta: float) -> void: if currently_loading_room != "" and not await_swap: if ResourceLoader.load_threaded_get_status(currently_loading_room) == 3: if not current_room == null: current_room.queue_free() State.onready_room = get_room_id_from_path(currently_loading_room) current_room = ResourceLoader.load_threaded_get(currently_loading_room).instantiate() print("add room") add_child(current_room) State.onready_room = State.rooms.NULL move_child(current_room, 0) currently_loading_room = "" room_loaded.emit() if Input.is_action_just_pressed("reset_demo") and (OS.has_feature("demo") or true): State.stage_list = [self] _return_to_menu() func _unhandled_input(event: InputEvent) -> void: if event is InputEvent and in_game: if event.is_action_pressed("ui_menu"): toggle_pause_menu() func toggle_pause_menu(): if not get_tree().paused: get_tree().paused = true var state_machine = menu_animation["parameters/playback"] state_machine.travel("reveal_pause_menu") Input.mouse_mode = Input.MOUSE_MODE_VISIBLE else: get_tree().paused = false var state_machine = menu_animation["parameters/playback"] state_machine.travel("start_game") if State.stage_list[0] is Player: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED func debug_youth(): get_child(1).hide() get_child(2).hide() get_child(3).hide() get_child(0).get_ready() get_child(0).start() func _return_to_menu(): State.active_save_game = null menu_animation["parameters/conditions/start_game"] = false State.pass_stage_to(main_menu) currently_loading_room = get_room_path_from_id(main_menu.save_game_handle.get_most_recent_save().current_room) menu_animation["parameters/conditions/return_to_menu"] = true await(get_tree().create_timer(0.5).timeout) menu_animation["parameters/conditions/return_to_menu"] = false _on_ready_to_unload() func load_save(save: SaveGame): if currently_loading_room != "": await(room_loaded) if save.current_room != current_room.id: # TODO Prevent race condition from appearing when save is loaded while room is still loading. currently_loading_room = get_room_path_from_id(save.current_room) await(room_loaded) menu_animation["parameters/conditions/start_game"] = true State.active_save_game = save in_game = true current_room.start_room() func _on_ready_to_unload(): if get_child(0) is Node3D: get_child(0).free() func get_room_path_from_id(id: State.rooms) -> String: match id: State.rooms.YOUTH, State.rooms.NULL: return youth_room_path State.rooms.TRANSITION: return transition_room_path State.rooms.ADULTHOOD: return adulthood_room_path _: return ending_path func get_room_id_from_path(path: String) -> State.rooms: match path: youth_room_path: return State.rooms.YOUTH transition_room_path: return State.rooms.TRANSITION adulthood_room_path: return State.rooms.ADULTHOOD _: return State.rooms.NULL func start_demo(): #FIXME this causes the room to reload #load_save(SaveGame.new()) current_room.start_room() in_game = true func pause_mode_changed(): print(get_tree().paused) var await_swap: bool = false func prepare_transition(scene_id: Scenes.id, _repeat): if scene_id == Scenes.id.TRANSITION: await_swap = true #FIXME: this does not need to be part of the sequence await(get_tree().process_frame) current_room.prepare_transition() if not _repeat: currently_loading_room = get_room_path_from_id(State.rooms.TRANSITION) else: currently_loading_room = get_room_path_from_id(State.rooms.ADULTHOOD) func transition(scene_id: Scenes.id, _repeat): if scene_id == Scenes.id.TRANSITION: State.reset_focus() await_swap = false await room_loaded if not _repeat: State.queue_for_stage(current_room) Scenes.end_current_sequence() else: State.pass_stage_to(current_room)