将页面加载逻辑放到启动画面。

This commit is contained in:
Cold-Mint 2024-07-16 20:07:51 +08:00
parent 2ba5d304a9
commit aa8c155332
4 changed files with 104 additions and 65 deletions

View File

@ -33,3 +33,4 @@ ui_musician,音乐,musician,音楽
ui_character_voice,角色配音,character_voice,キャラクターボイスです
ui_translator,翻译,translator,翻訳
ui_unordered_list_tip,排名不分先后,Ranking is not in order,順位は関係ありません
ui_loading,正在加载...,Loading...,読み込み中...

1 id zh en ja
33 ui_character_voice 角色配音 character_voice キャラクターボイスです
34 ui_translator 翻译 translator 翻訳
35 ui_unordered_list_tip 排名不分先后 Ranking is not in order 順位は関係ありません
36 ui_loading 正在加载... Loading... 読み込み中...

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@ -1,5 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://rx7t26ldvonc"]
[gd_scene load_steps=4 format=3 uid="uid://rx7t26ldvonc"]
[ext_resource type="Script" path="res://scripts/loader/uiLoader/SplashScreenLoader.cs" id="1_3pcuw"]
[ext_resource type="Texture2D" uid="uid://cb3gn8xb5r4gm" path="res://sprites/icons/coldmint.png" id="1_0333i"]
[ext_resource type="Texture2D" uid="uid://b877262di2jp5" path="res://sprites/icons/godot.png" id="2_y25sr"]
@ -10,6 +11,7 @@ anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_3pcuw")
[node name="ColorRect" type="ColorRect" parent="."]
layout_mode = 1
@ -96,7 +98,7 @@ offset_bottom = 74.0
grow_horizontal = 2
grow_vertical = 2
[node name="Label" type="Label" parent="."]
[node name="loadingStateLabel" type="Label" parent="."]
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
@ -110,4 +112,5 @@ offset_bottom = 215.5
grow_horizontal = 2
grow_vertical = 2
theme_override_font_sizes/font_size = 20
text = "Now Loading..."
text = "ui_loading"
horizontal_alignment = 1

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@ -31,68 +31,6 @@ public partial class MainMenuLoader : UiLoaderTemplate
private Button? _levelGraphEditorButton;
private LinkButton? _contributorButton;
public override void InitializeData()
{
AppConfigData? appConfigData = AppConfig.LoadFromFile();
if (appConfigData != null)
{
AppConfig.ApplyAppConfig(appConfigData);
}
if (Config.IsDebug())
{
//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
LogCat.MinLogLevel = LogCat.InfoLogLevel;
}
else
{
//Disable all logs in the release version.
//在发行版禁用所有日志。
LogCat.MinLogLevel = LogCat.DisableAllLogLevel;
}
ContributorDataManager.RegisterAllContributorData();
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);
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
//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);
CampManager.AddCamp(mazoku);
var aborigines = new Camp(Config.CampId.Aborigines);
CampManager.AddCamp(aborigines);
_gameScene = GD.Load<PackedScene>("res://scenes/game.tscn");
_contributor = GD.Load<PackedScene>("res://scenes/contributor.tscn");
_levelGraphEditor = GD.Load<PackedScene>("res://scenes/levelGraphEditor.tscn");
//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();
}
public override void InitializeUi()
{
_contributorButton = GetNode<LinkButton>("VBoxContainer2/ContributorButton");

View File

@ -0,0 +1,97 @@
using System;
using System.IO;
using System.Text;
using System.Threading.Tasks;
using ColdMint.scripts.camp;
using ColdMint.scripts.contribute;
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 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;
public override void InitializeData()
{
_mainMenuScene = GD.Load<PackedScene>("res://scenes/mainMenu.tscn");
}
public override async void InitializeUi()
{
_loadingLabel = GetNode<Label>("loadingStateLabel");
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()
{
//Loading App configuration
//加载App配置
var appConfigData = AppConfig.LoadFromFile();
if (appConfigData != null)
{
AppConfig.ApplyAppConfig(appConfigData);
}
//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;
ContributorDataManager.RegisterAllContributorData();
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);
//创建游戏数据文件夹
var dataPath = Config.GetGameDataDirectory();
if (!Directory.Exists(dataPath))
{
Directory.CreateDirectory(dataPath);
}
//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);
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();
await Task.Delay(TimeSpan.FromMilliseconds(500));
}
}