GameScene: Difference between revisions

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== Common state run function ==
== Common state run function ==
Called from StageSelectRun, LunchTitleRun and NewSaveRun.
* Status 0:
** Start loading
***Finish startup logo (Switch)
***If the state string is set to 初回シーケンス, clear the Resource system cache ("ClearAllCaches").
***Debug stuff.
***E3 Demo stuff.
***Show the Fade screen (loading screen) if the state string does ''not'' end with "Viewer" or is ''not'' any of the following strings: 1st, 2nd, Presentation, TitleMenu, 初回シーケンス, StartupSaveCheckStage
**** And then show the FadeStatus and the LoadSaveIcon screens.
****Otherwise, only open the Fade screen but do not show loading progress.
***StageSelect stuff.
***Stop "resource compaction" and wait for it to be stopped.
***If the stage string starts with CDungeon or MainFieldDungeonStage, start loading the associated DungeonPack.
***BaseProcMgr: start ActorCreate initializer thread.
***FadeProgress: reset internal state, set progress to 0% and mark loading as active.
* Status 2:
**If the GameScene state machine's current state is StageSelect or NewSave, do something involving LayerMgrTask and the Renderer.{{check}}
* Status 0xa:
**TipsMgr: update tips if the loading screen is ''visible'' (not just opened). TipsMgr will load tips depending on the stage that is being loaded.
* Status 0xb:
** Set GameScene's isNewSave property.
** Reset status to 0
** Change GameScene state to StageTransition.
** Set stage status to "NeedsGeneration".


== Stage generation ==
== Stage generation ==
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