extends Node var current_scene = null var character = null var character_camera = null var character_creation_mesh = null var character_creation_camera = null var character_name = null var character_color = null var character_sex = null var character_slot = null # BG loader var loader var wait_frames var time_max = 100 # msec #var current_scene var main_scene = null func _ready(): var root = get_tree().get_root() # current_scene = root.get_child(root.get_child_count() -1) current_scene = root.get_node( "Main/login_scene" ) # character = get_tree().get_root().get_node( "Main/Game/Character" ) # character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" ) # character_creation_camera = get_tree().get_root().get_node( "Main/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" ) main_scene = root.get_node( "Main" ) func goto_scene_loading( path ): get_tree().get_root().get_node("Main/background_loader").show() loader = ResourceLoader.load_interactive( path ) if loader == null: # check for errors show_error() return set_process(true) current_scene.queue_free() # get rid of the old scene # start your "loading..." animation # get_node("animation").play("loading") wait_frames = 1 func _process(time): if loader == null: # no need to process anymore set_process(false) return if wait_frames > 0: # wait for frames to let the "loading" animation to show up wait_frames -= 1 return var t = OS.get_ticks_msec() while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread # poll your loader var err = loader.poll() update_progress() if err == ERR_FILE_EOF: # load finished # update_progress() var resource = loader.get_resource() loader = null set_new_scene( resource ) break elif err == OK: # update_progress() pass else: # error during loading show_error() loader = null break func update_progress(): var progress_texture = get_tree().get_root().get_node("Main/background_loader/center_container/texture_progress") var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value progress_texture.value = progress # or update a progress animation? # var len = get_node("animation").get_current_animation_length() # call this on a paused animation. use "true" as the second parameter to force the animation to update # get_node("animation").seek(progress * len, true) func set_new_scene( scene_resource ): get_tree().get_root().get_node("Main/background_loader").hide() current_scene = scene_resource.instance() main_scene.add_child(current_scene) func goto_scene( path ): # This function will usually be called from a signal callback, # or some other function from the running scene. # Deleting the current scene at this point might be # a bad idea, because it may be inside of a callback or function of it. # The worst case will be a crash or unexpected behavior. # The way around this is deferring the load to a later time, when # it is ensured that no code from the current scene is running: call_deferred("_deferred_goto_scene", path) func _deferred_goto_scene( path ): # Immediately free the current scene, # there is no risk here. current_scene.free() # Load new scene. var s = ResourceLoader.load( path ) # Instance the new scene. current_scene = s.instance() # Add it to the active scene, as child of root. path.add_child( current_scene ) # Optional, to make it compatible with the SceneTree.change_scene() API. get_tree().set_current_scene( current_scene )