Initial Android commit
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193
scripts/LoadingScene.gd
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193
scripts/LoadingScene.gd
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extends Node2D
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var MenuScene;
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func _ready():
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SettingsSingleton.CheckVideoSettings();
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SettingsSingleton.CheckAudioSettings();
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SettingsSingleton.CheckDLC();
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if SettingsSingleton.GetFirstStartup():
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FirstStartup();
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InitMenu();
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return ;
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Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
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SettingsSingleton.CheckCurrentLanguage();
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$Text.text = tr("ui_loading");
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InitMenu();
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func FirstStartup():
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var _temp = SceneLoader.connect("on_scene_loaded", self, "LangLoaded")
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SceneLoader.load_scene("res://scenes/SelectLanguageScene.tscn");
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func LangLoaded(obj):
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if obj.path == "res://scenes/SelectLanguageScene.tscn":
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visible = false;
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get_tree().root.add_child(obj.instance);
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SceneLoader.disconnect("on_scene_loaded", self, "LangLoaded");
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func InitMenu():
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var _temp = SceneLoader.connect("on_scene_loaded", self, "MenuLoaded")
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var scenes = [
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"res://scenes/MainMenu.tscn",
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"res://scenes/SettingsScene.tscn",
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]
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for i in scenes:
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SceneLoader.load_scene(i);
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var loadIndex = 0;
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func MenuLoaded(obj):
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loadIndex += 1;
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if obj.path == "res://scenes/MainMenu.tscn":
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MenuScene = obj.instance;
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if loadIndex == 2:
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visible = false;
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get_tree().root.add_child(MenuScene);
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SceneLoader.disconnect("on_scene_loaded", self, "MenuLoaded");
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const commonScenes:Array = [
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"res://scenes/BackgroundScenes/Scene2.tscn",
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"res://scenes/BackgroundScenes/Scene2_1.tscn",
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"res://scenes/BackgroundScenes/Panorama.tscn",
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"res://scenes/BackgroundScenes/Garaj.tscn",
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"res://scenes/BackgroundScenes/Kamin.tscn",
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"res://scenes/BackgroundScenes/Death_stairs_girl.tscn",
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"res://scenes/BackgroundScenes/Chernii_ekran.tscn",
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"res://scenes/GameEnd/WinScene.tscn",
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"res://scenes/GameEnd/LooseScene.tscn",
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];
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onready var commonScenesThread:Thread;
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var commonScenesLoaded:bool = false;
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func LoadCommonScenes():
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if commonScenesLoaded:
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return ;
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commonScenesThread = Thread.new();
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commonScenesThread.start(self, "PrepareCommonScenes", commonScenes, Thread.PRIORITY_LOW);
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func PrepareCommonScenes(scenes:Array):
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commonScenesLoaded = true;
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for i in scenes:
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if commonSceneLoadStop:
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return ;
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var _n = load(i);
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func _exit_tree():
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commonScenesThread.wait_to_finish()
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func LoadBeginningScenes():
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var beginningScenes = [
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"res://scenes/BackgroundScenes/Scene0.tscn",
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"res://scenes/BackgroundScenes/Scene8.tscn",
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"res://scenes/BackgroundScenes/Train_video.tscn",
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"res://scenes/BackgroundScenes/Scene7.tscn",
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"res://scenes/BackgroundScenes/Scene6.tscn",
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"res://scenes/BackgroundScenes/Scene4.tscn",
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];
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for i in beginningScenes:
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SceneLoader.load_scene(i);
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func ShowLoader():
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$Text.text = tr("ui_loading");
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visible = true;
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var commonSceneLoadStop:bool = false;
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onready var exitLabel = $ExitLabel;
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func PrepareExit():
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ShowLoader();
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exitLabel.visible = true;
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SceneLoader.stop_scene_loader();
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get_tree().root.get_node("MainMenu").queue_free();
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commonSceneLoadStop = true;
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var temp;
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func BenchmarkScene():
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var scenes = [
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"res://scenes/Credits.tscn",
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];
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if false:
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SceneLoader.clear_cache();
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temp = OS.get_ticks_msec();
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for i in scenes:
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PrepareBackgroundAsync(i);
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else :
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for i in scenes:
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temp = OS.get_ticks_msec();
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var _scene = load(i).instance();
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_scene = null;
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print(str(i, " ", OS.get_ticks_msec() - temp, " ms"));
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func PrepareBackgroundAsync(sceneName:String):
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if not SceneLoader.is_connected("on_scene_loaded", self, "async_scene_loaded"):
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var _temp = SceneLoader.connect("on_scene_loaded", self, "async_scene_loaded")
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SceneLoader.load_scene(sceneName);
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func async_scene_loaded(_obj):
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print(OS.get_ticks_msec() - temp, " ms");
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