GameScene: Difference between revisions
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→Common state run function
imported>Leoetlino No edit summary |
imported>Leoetlino |
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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 == |