Moving files pre-refactor
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32
singletons/Load.gd
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32
singletons/Load.gd
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class_name LoadSingleton extends Node
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signal loadStart(scenePath:String, loadId:int)
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signal loadEnd(scenePath:String, loadId:int, resource:Resource)
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signal loadError(scenePath:String, loadId:int, error:String)
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signal loadProgress(scenePath:String, loadId:int, progress:float)
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var watchingIds:Array[int] = []
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func _process(delta: float) -> void:
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var wIds = watchingIds.duplicate()
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for watchId in wIds:
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var status = ResourceLoader.load_threaded_get_status(watchId)
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if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
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watchingIds.erase(watchId)
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var resource = ResourceLoader.load_threaded_get(watchId)
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loadEnd.emit(watchId, resource)
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Error loading resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
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watchingIds.erase(watchId)
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loadError.emit(watchId, "Invalid Resource.")
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elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
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loadProgress.emit(watchId, 0.0)
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pass
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func load(scenePath:String) -> int:
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var loadId = ResourceLoader.load_threaded_request(scenePath)
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watchingIds.append(loadId)
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loadStart.emit(scenePath, loadId)
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return loadId
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