Push project up
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62
shell.gd
Normal file
62
shell.gd
Normal file
@@ -0,0 +1,62 @@
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class_name Shell extends Node
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@onready var game_server: GameServer = $game_server
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@onready var game_client: GameClient = $game_client
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func _ready() -> void:
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_load_resources()
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_load_scene()
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#_parse_args()
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func _load_resources():
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_load_asset_pck()
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_load_game_pck()
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_load_lobby_pck()
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_load_store_pck()
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func _load_asset_pck():
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_load_resource_pck("assets.pck")
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func _load_game_pck():
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_load_resource_pck("game.pck")
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$data_bridge.free()
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var data_bridge = Globals.cache_invalidate_load_resource(
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"res://scripts/data/data_bridge.tscn"
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).instantiate()
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add_child(data_bridge)
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move_child(data_bridge, 0)
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func _load_lobby_pck():
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_load_resource_pck("lobby-client.pck")
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func _load_store_pck():
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_load_resource_pck("store.pck")
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func _load_resource_pck(target: String):
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#var TARGET_PCK := OS.get_executable_path().get_base_dir() + "/modules/" + target
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var TARGET_PCK = "/home/abaddon/Coding/Projects/Active/Godot_Projects/builds/desktop/shell-test/modules/" + target
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push_warning("PCK Path: ", TARGET_PCK)
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if not FileAccess.file_exists(TARGET_PCK):
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push_warning(target + " PCK is missing.")
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return
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var target_pck_loaded := ProjectSettings.load_resource_pack(TARGET_PCK, true)
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if not target_pck_loaded:
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push_error("Failed to load " + target + " PCK.")
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return
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func _load_scene():
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add_child(Globals.multiplayer_data.multiplayer_synchronizer)
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move_child(Globals.multiplayer_data.multiplayer_synchronizer, 0)
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Globals.game_state.set_game_scene(
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"res://scenes/screens/start_screen/start.tscn"
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)
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