52 lines
1.5 KiB
GDScript
52 lines
1.5 KiB
GDScript
@tool
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class_name LevelLoader
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extends Node
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## Loads scenes into a container.
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signal level_load_started
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signal level_loaded
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signal level_ready
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## Container where the level instance will be added.
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@export var level_container : Node
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## Optional reference to a loading screen in the scene.
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## Requires Maaack's Scene Loader.
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@export var level_loading_screen : Node
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@export_group("Debugging")
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@export var current_level : Node
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## If Maaack's Scene Loader is installed, then it will be used to change scenes.
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@onready var scene_loader_node = get_tree().root.get_node_or_null(^"SceneLoader")
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var is_loading : bool = false
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func _attach_level(level_resource : Resource):
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assert(level_container != null, "level_container is null")
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var instance = level_resource.instantiate()
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level_container.call_deferred("add_child", instance)
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return instance
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func load_level(level_path : String):
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if is_loading : return
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if is_instance_valid(current_level):
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current_level.queue_free()
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await current_level.tree_exited
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current_level = null
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if scene_loader_node:
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is_loading = true
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scene_loader_node.load_scene(level_path, true)
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if level_loading_screen:
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level_loading_screen.reset()
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level_load_started.emit()
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await scene_loader_node.scene_loaded
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is_loading = false
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current_level = _attach_level(scene_loader_node.get_resource())
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if level_loading_screen:
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level_loading_screen.close()
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else:
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var level_scene = load(level_path)
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current_level = _attach_level(level_scene)
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level_loaded.emit()
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await current_level.ready
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level_ready.emit()
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