Traveller/scripts/loader/uiLoader/SplashScreenLoader.cs

139 lines
4.6 KiB
C#
Raw Normal View History

using System.IO;
using System.Text;
using System.Threading.Tasks;
using ColdMint.scripts.camp;
using ColdMint.scripts.contribute;
using ColdMint.scripts.database;
using ColdMint.scripts.deathInfo;
using ColdMint.scripts.debug;
using ColdMint.scripts.inventory;
using ColdMint.scripts.loot;
using ColdMint.scripts.map;
using ColdMint.scripts.map.roomInjectionProcessor;
using ColdMint.scripts.mod;
using Godot;
namespace ColdMint.scripts.loader.uiLoader;
/// <summary>
/// <para>SplashScreenLoader</para>
/// <para>启动画面加载器</para>
/// </summary>
public partial class SplashScreenLoader : UiLoaderTemplate
{
private Label? _loadingLabel;
private PackedScene? _mainMenuScene;
private AnimationPlayer? _animationPlayer;
private string _startup = "startup";
private Label? _nameLabel;
public override void InitializeData()
{
_mainMenuScene = ResourceLoader.Load<PackedScene>("res://scenes/mainMenu.tscn");
}
public override void InitializeUi()
{
_nameLabel = GetNode<Label>("NameLabel");
_loadingLabel = GetNode<Label>("loadingStateLabel");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
//Disable animation in Debug mode.
//在Debug模式禁用动画。
if (Config.IsDebug())
{
_loadingLabel.Modulate = Colors.White;
_nameLabel.Modulate = Colors.White;
AnimationFinished(_startup);
}
else
{
_animationPlayer.Play(_startup);
_animationPlayer.AnimationFinished += AnimationFinished;
}
}
private async void AnimationFinished(StringName name)
{
await LoadingGlobalData();
if (_mainMenuScene == null)
{
return;
}
GetTree().ChangeSceneToPacked(_mainMenuScene);
}
/// <summary>
/// <para>Load the game's global data</para>
/// <para>加载游戏的全局数据</para>
/// </summary>
private async Task LoadingGlobalData()
{
//Set the minimum log level to Info in debug mode.(Print all logs)
//在调试模式下将最小日志等级设置为Info。打印全部日志
//Disable all logs in the release version.
//在发行版禁用所有日志。
LogCat.MinLogLevel = Config.IsDebug() ? LogCat.InfoLogLevel : LogCat.DisableAllLogLevel;
AssetHolder.LoadStaticAsset();
ContributorDataManager.RegisterAllContributorData();
DeathInfoGenerator.RegisterDeathInfoHandler(new ResignationCertificateDeathInfoHandler());
DeathInfoGenerator.RegisterDeathInfoHandler(new SelfDeathInfoHandler());
MapGenerator.RegisterRoomInjectionProcessor(new ChanceRoomInjectionProcessor());
MapGenerator.RegisterRoomInjectionProcessor(new TimeIntervalRoomInjectorProcessor());
//Register the corresponding encoding provider to solve the problem of garbled Chinese path of the compressed package
//注册对应的编码提供程序,解决压缩包中文路径乱码问题
Encoding.RegisterProvider(CodePagesEncodingProvider.Instance);
//Create a game data folder
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
var databasePath = Config.GetDataBaseDirectory();
if (!Directory.Exists(databasePath))
{
Directory.CreateDirectory(databasePath);
}
DataBaseManager.InitDataBases(databasePath);
//Registered camp
//注册阵营
var defaultCamp = new Camp(Config.CampId.Default)
{
FriendInjury = true
};
CampManager.SetDefaultCamp(defaultCamp);
var mazoku = new Camp(Config.CampId.Mazoku)
{
FriendInjury = true
};
CampManager.AddCamp(mazoku);
var aborigines = new Camp(Config.CampId.Aborigines);
CampManager.AddCamp(aborigines);
//Register ItemTypes from file
//从文件注册物品类型
ItemTypeRegister.RegisterFromFile();
//Hardcoded ItemTypes Register
//硬编码注册物品类型
ItemTypeRegister.StaticRegister();
//静态注册掉落表
LootRegister.StaticRegister();
//Load mod
//加载模组
if (Config.EnableMod())
{
var modPath = Config.GetModDataDirectory();
if (!Directory.Exists(modPath))
{
Directory.CreateDirectory(modPath);
}
ModLoader.Init();
ModLoader.LoadAllMods(modPath);
}
await Task.Yield();
}
}