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SceneHandler.cs
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SceneHandler.cs
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using Godot;
using Godot.Collections;
using System;
public partial class SceneHandler : Node
{
PackedScene GameScene = (PackedScene)ResourceLoader.Load("res://Scenes/GameScene.tscn");
PackedScene MenuScene = (PackedScene)ResourceLoader.Load("res://Scenes/MenuScene.tscn");
Dictionary<ScenesEnum, PackedScene> Scenes = new Dictionary<ScenesEnum, PackedScene>();
GameEvents GameEvents;
public override void _Ready()
{
GameEvents = GetNode<GameEvents>("/root/GameEvents");
Scenes[ScenesEnum.Game] = GameScene;
Scenes[ScenesEnum.MainMenu] = MenuScene;
GameEvents.NewGame += OnNewGamePressed;
GameEvents.GameOver += () => TransitionToScene(ScenesEnum.MainMenu);
GameEvents.ExitGame += Exit;
}
public void OnNewGamePressed()
{
TransitionToScene(ScenesEnum.Game);
}
public void Exit()
{
GetTree().Quit();
}
/// <summary>
/// Replace current scene by provided scene
/// </summary>
/// <param name="scene">The scene to transition to</param>
public void TransitionToScene(ScenesEnum scene)
{
var currentScenes = GetChildren();
foreach (Node sc in currentScenes)
{
RemoveChild(sc);
sc.QueueFree();
}
var instance = Scenes[scene].Instantiate();
AddChild(instance);
}
}
public enum ScenesEnum
{
MainMenu,
Game
}