Files
Dawn-Godot/overworld/Overworld.gd
T
2026-06-12 11:56:30 -05:00

104 lines
2.8 KiB
GDScript

class_name OverworldSingleton extends Node
signal mapChanged(map:PackedScene, playerDestinationNodeName:String)
var newMapPath:String
var hasFadedOut:bool = false
var playerDestinationNodeName:String
var newMapLoaded:bool = false
var _dialogueEntities:Dictionary = {}
var _playerEntity:Entity = null
func registerDialogueEntity(entity:Entity) -> void:
_dialogueEntities[entity.dialogueName.to_lower()] = entity
if entity.movementType == Entity.MovementType.PLAYER:
_playerEntity = entity
func unregisterDialogueEntity(entity:Entity) -> void:
_dialogueEntities.erase(entity.dialogueName.to_lower())
if _playerEntity == entity:
_playerEntity = null
func getEntityByDialogueName(dialogueName:String) -> Entity:
return _dialogueEntities.get(dialogueName.to_lower(), null)
func getPlayerEntity() -> Entity:
return _playerEntity
func isMapChanging() -> bool:
return newMapPath != ""
func _enter_tree() -> void:
pass
func _exit_tree() -> void:
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
func _process(_delta:float) -> void:
if(!isMapChanging()):
return
var status = ResourceLoader.load_threaded_get_status(newMapPath)
if status == ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load map: " + newMapPath)
newMapPath = ""
elif status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
push_error("Failed to load map: " + newMapPath)
newMapPath = ""
elif status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
print("Map loading in progress for: " + newMapPath)
elif status == ResourceLoader.THREAD_LOAD_LOADED:
newMapLoaded = true
newMapReady()
func mapChange(map:String, playerDestinationNodeName:String) -> void:
# Begin Loading new map
newMapPath = map
playerDestinationNodeName = playerDestinationNodeName
ResourceLoader.load_threaded_request(newMapPath)
# Begin fadeout
hasFadedOut = false
TRANSITION.fade(TransitionSingleton.FadeType.FADE_OUT)
TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
func onFadeOutEnd() -> void:
# Fade out has occurred, are we still waiting for the map to load?
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
hasFadedOut = true
# Make sure we aren't still waiting for the map to load.
if !newMapLoaded:
return
newMapReady()
func newMapReady():
if !hasFadedOut:
return
# Instantiate the new map
var mapResource = ResourceLoader.load_threaded_get(newMapPath)
if mapResource == null:
push_error("Failed to load map resource: " + newMapPath)
return
# Stop tracking new map name
newMapPath = ""
# Emit event
mapChanged.emit(mapResource, playerDestinationNodeName)
# Begin Fade In
TRANSITION.fade(TransitionSingleton.FadeType.FADE_IN)
TRANSITION.fadeInEnd.connect(onFadeInEnd)
func onFadeInEnd() -> void:
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)