86 lines
2.6 KiB
C#

using Godot;
using RPPackage;
public partial class Global : Node
{
public RPClientEDWS RPClient = new();
public string sessionId;
public string URL = "wss://game.zzyxyz.com/";
public Node CurrentScene { get; set; }
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
RPClient.OnRPCError += (string errCode, string type, string cmd, string errMsg) => {
GD.PrintErr($"errCode {errCode}, type/cmd {type}/{cmd}, errMsg {errMsg}");
};
RPClient.OnClose += (string eventName, object[] args) => {
SetProcess(false);
};
RPClient.OnOpen += (string eventName, object[] args) => {
RPClient.UserInit("undefined", "godot chessboard", () => {
return RPClient.RegionAdd("server");
});
};
Viewport root = GetTree().Root;
CurrentScene = root.GetChild(root.GetChildCount() - 1);
SetProcess(false);
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
RPClient.PollEx(delta);
}
public override void _Notification(int what)
{
if (what == NotificationWMCloseRequest) {
RPClient.Close();
GetTree().Quit(); // default behavior
}
}
public delegate void ChangeSceneCallback(Node newSence);
private static ChangeSceneCallback changeSceneCallback = null;
public void GotoScene(string path, ChangeSceneCallback callback = null)
{
// This function will usually be called from a signal callback,
// or some other function from the current scene.
// Deleting the current scene at this point is
// a bad idea, because it may still be executing code.
// This will result in a crash or unexpected behavior.
// The solution is to defer the load to a later time, when
// we can be sure that no code from the current scene is running:
if (callback != null) {
changeSceneCallback = callback;
}
Callable callbackWrapper = new(null, nameof(changeSceneCallback));
CallDeferred(MethodName.DeferredGotoScene, path, callbackWrapper);
changeSceneCallback = null;
}
public void DeferredGotoScene(string path, Callable onLoaded)
{
// It is now safe to remove the current scene.
CurrentScene.Free();
// Load a new scene.
var nextScene = GD.Load<PackedScene>(path);
// Instance the new scene.
CurrentScene = nextScene.Instantiate();
if (changeSceneCallback != null) {
onLoaded.Call(CurrentScene);
}
// Add it to the active scene, as child of root.
GetTree().Root.AddChild(CurrentScene);
// Optionally, to make it compatible with the SceneTree.change_scene_to_file() API.
GetTree().CurrentScene = CurrentScene;
}
}