GameScene: Difference between revisions

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→‎Stage generation: finish overview of the stage generation process
imported>Leoetlino
imported>Leoetlino
(→‎Stage generation: finish overview of the stage generation process)
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***Wait for Tera to load<ref>tera読み込み待ち</ref>
***Wait for Tera to load<ref>tera読み込み待ち</ref>
* Step 8
* Step 8
**...
**...{{check}}
**Wait for Tera to generate collision
**Wait for Tera to generate collision
**...
**...{{check}}
* Step 9
* Step 9
**Initialize [[QuestMgr]].
**'''Set loading progress to 60%.'''
* Step 10
* Step 10
**Load stage specific resources<ref>ステージ固有リソースの読み込み待ち</ref>: if the binder type is StageBinderType::Title (3), the Title layout archive is loaded by [[LayoutResourceMgr]]. Otherwise, nothing happens.
* Step 11
* Step 11
**[[#Stage generation step 11]]
**Update player saved position, map type, map name, ...
**Change GameScene state to StageSelect or StageMgr (step 11-6 sets the state pointer to StageMgr).
**Terrain stuff{{check}}
**DungeonPackMgr: clean up state (destroy arena and heap) and unregister entry factory.
**Set flag 0xa25 (genStageStep12Reached?{{check}}) on the Fade screen instance.
**Stop resource compaction and set some flags on the TextureHandleMgr.
* Step 12
* Step 12
* Step 13
**Set aoc2 flag 0x4 if <code>isNewSave || !isShrine || isStageDebug</code> and clear it otherwise.
**[[#Stage generation step 12]]
**Terrain stuff again{{check}}
* Step 13 (final)
**[[#Stage generation final step]]
**Various flags are set upon completion, for example GameScene stage status is set to 0, isInitializingStage is set to false, etc.
**FadeProgress is reset.
**Stage generation debug timer is stopped.
**aoc2: IsLastPlayHardMode is updated.
**GameScene::sNeedsOptionLoad is set to true.


== References ==
== References ==
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