fix: break loading up into two batches so objects can be loaded and accessed by other code in the loading method here
This commit is contained in:
committed by
Julian Murgia
parent
7ff0176d62
commit
2508786cde
@@ -52,17 +52,6 @@ var current_room_key: ESCRoomObjectsKey
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# To avoid having to look this up all the time, we hold a reference.
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# To avoid having to look this up all the time, we hold a reference.
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var reserved_objects_container: ESCRoomObjects
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var reserved_objects_container: ESCRoomObjects
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# To avoid having to look this up all the time, we hold a reference.
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var reserved_objects_container: ESCRoomObjects
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func _init() -> void:
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reserved_objects_container = ESCRoomObjects.new()
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reserved_objects_container.is_reserved = true
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reserved_objects_container.objects = {}
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room_objects.push_back(reserved_objects_container)
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current_room_key = ESCRoomObjectsKey.new()
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func _init() -> void:
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func _init() -> void:
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reserved_objects_container = ESCRoomObjects.new()
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reserved_objects_container = ESCRoomObjects.new()
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@@ -291,6 +291,20 @@ func load_game(id: int):
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)
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)
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)
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)
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load_event.statements = load_statements
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escoria.set_game_paused(false)
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escoria.event_manager.queue_event(load_event)
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# Wait for the scene to be loaded so we have access to objects, etc.
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var rc = yield(escoria.event_manager, "event_finished")
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while rc[1] != escoria.event_manager.EVENT_LOAD:
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rc = yield(escoria.event_manager, "event_finished")
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# We then carry on with other "load"-related commands.
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escoria.set_game_paused(true)
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load_statements = []
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## GLOBALS
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## GLOBALS
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for k in save_game.globals.keys():
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for k in save_game.globals.keys():
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var global_value = save_game.globals[k]
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var global_value = save_game.globals[k]
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