Files
2025-06-10 18:46:20 +02:00

53 lines
1.4 KiB
GDScript

@tool
class_name LevelLoader
extends Node
## Loads scenes into a container.
signal level_load_started
signal level_loaded
signal level_ready
## Container where the level instance will be added.
@export var level_container : Node
## Loads a level on start.
@export var auto_load : bool = false
@export var current_level_path : String
@export_group("Debugging")
@export var force_level : String
@export var current_level : Node
var is_loading : bool = false
func get_current_level_path() -> String:
return current_level_path if force_level.is_empty() else force_level
func _attach_level(level_resource : Resource):
assert(level_container != null, "level_container is null")
var instance = level_resource.instantiate()
level_container.call_deferred("add_child", instance)
return instance
func load_level(level_path : String = get_current_level_path()):
if is_loading : return
if is_instance_valid(current_level):
current_level.queue_free()
await current_level.tree_exited
current_level = null
is_loading = true
current_level_path = level_path
SceneLoader.load_scene(level_path, true)
level_load_started.emit()
await SceneLoader.scene_loaded
is_loading = false
current_level = _attach_level(SceneLoader.get_resource())
level_loaded.emit()
await current_level.ready
level_ready.emit()
func reload_level():
load_level()
func _ready():
if auto_load:
load_level()