[P3 Beta][UI] Fix loading behavior introduced with save preview (#4633)
* [ui] partially revert loading behavior introduced with save preview * [beta][ui] fix scrolling issue in Load Game menu
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@ -12,7 +12,8 @@ import { Mode } from "./ui";
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import { addWindow } from "./ui-theme";
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import { RunDisplayMode } from "#app/ui/run-info-ui-handler";
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const sessionSlotCount = 5;
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const SESSION_SLOTS_COUNT = 5;
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const SLOTS_ON_SCREEN = 3;
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export enum SaveSlotUiMode {
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LOAD,
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@ -84,12 +85,10 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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this.saveSlotSelectCallback = args[1] as SaveSlotSelectCallback;
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this.saveSlotSelectContainer.setVisible(true);
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this.populateSessionSlots()
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.then(() => {
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this.populateSessionSlots();
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this.setScrollCursor(0);
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this.setCursor(0);
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});
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return true;
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}
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@ -161,9 +160,9 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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}
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break;
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case Button.DOWN:
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if (this.cursor < 2) {
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success = this.setCursor(this.cursor + 1, this.cursor);
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} else if (this.scrollCursor < sessionSlotCount - 3) {
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if (this.cursor < (SLOTS_ON_SCREEN - 1)) {
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success = this.setCursor(this.cursor + 1, cursorPosition);
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} else if (this.scrollCursor < SESSION_SLOTS_COUNT - SLOTS_ON_SCREEN) {
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success = this.setScrollCursor(this.scrollCursor + 1, cursorPosition);
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}
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break;
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@ -184,13 +183,19 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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return success || error;
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}
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async populateSessionSlots() {
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for (let s = 0; s < sessionSlotCount; s++) {
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populateSessionSlots() {
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for (let s = 0; s < SESSION_SLOTS_COUNT; s++) {
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const sessionSlot = new SessionSlot(this.scene, s);
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await sessionSlot.load();
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this.scene.add.existing(sessionSlot);
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this.sessionSlotsContainer.add(sessionSlot);
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this.sessionSlots.push(sessionSlot);
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sessionSlot.load().then((success) => {
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// If the cursor was moved to this slot while the session was loading
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// call setCursor again to shift the slot position and show the arrow for save preview
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if (success && (this.cursor + this.scrollCursor) === s) {
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this.setCursor(s);
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}
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});
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}
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}
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@ -209,12 +214,12 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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}
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/**
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* setCursor takes user navigation as an input and positions the cursor accordingly
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* @param cursor the index provided to the cursor
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* @param prevCursor the previous index occupied by the cursor - optional
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* Move the cursor to a new position and update the view accordingly
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* @param cursor the new cursor position, between `0` and `SLOTS_ON_SCREEN - 1`
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* @param prevSlotIndex index of the previous session occupied by the cursor, between `0` and `SESSION_SLOTS_COUNT - 1` - optional
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* @returns `true` if the cursor position has changed | `false` if it has not
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*/
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override setCursor(cursor: integer, prevCursor?: integer): boolean {
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override setCursor(cursor: integer, prevSlotIndex?: integer): boolean {
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const changed = super.setCursor(cursor);
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if (!this.cursorObj) {
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@ -241,21 +246,20 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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}
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this.setArrowVisibility(hasData);
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}
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if (!Utils.isNullOrUndefined(prevCursor)) {
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this.revertSessionSlot(prevCursor);
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if (!Utils.isNullOrUndefined(prevSlotIndex)) {
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this.revertSessionSlot(prevSlotIndex);
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}
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return changed;
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}
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/**
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* Helper function that resets the session slot position to its default central position
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* @param prevCursor the previous location of the cursor
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* Helper function that resets the given session slot to its default central position
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*/
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revertSessionSlot(prevCursor: integer): void {
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const sessionSlot = this.sessionSlots[prevCursor];
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revertSessionSlot(slotIndex: integer): void {
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const sessionSlot = this.sessionSlots[slotIndex];
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if (sessionSlot) {
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sessionSlot.setPosition(0, prevCursor * 56);
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sessionSlot.setPosition(0, slotIndex * 56);
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}
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}
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@ -270,12 +274,18 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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}
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}
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setScrollCursor(scrollCursor: integer, priorCursor?: integer): boolean {
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/**
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* Move the scrolling cursor to a new position and update the view accordingly
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* @param scrollCursor the new cursor position, between `0` and `SESSION_SLOTS_COUNT - SLOTS_ON_SCREEN`
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* @param prevSlotIndex index of the previous slot occupied by the cursor, between `0` and `SESSION_SLOTS_COUNT-1` - optional
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* @returns `true` if the cursor position has changed | `false` if it has not
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*/
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setScrollCursor(scrollCursor: integer, prevSlotIndex?: integer): boolean {
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const changed = scrollCursor !== this.scrollCursor;
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if (changed) {
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this.scrollCursor = scrollCursor;
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this.setCursor(this.cursor, priorCursor);
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this.setCursor(this.cursor, prevSlotIndex);
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this.scene.tweens.add({
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targets: this.sessionSlotsContainer,
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y: this.sessionSlotsContainerInitialY - 56 * scrollCursor,
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@ -290,6 +300,7 @@ export default class SaveSlotSelectUiHandler extends MessageUiHandler {
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clear() {
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super.clear();
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this.saveSlotSelectContainer.setVisible(false);
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this.setScrollCursor(0);
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this.eraseCursor();
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this.saveSlotSelectCallback = null;
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this.clearSessionSlots();
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@ -391,6 +402,10 @@ class SessionSlot extends Phaser.GameObjects.Container {
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load(): Promise<boolean> {
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return new Promise<boolean>(resolve => {
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this.scene.gameData.getSession(this.slotId).then(async sessionData => {
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// Ignore the results if the view was exited
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if (!this.active) {
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return;
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}
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if (!sessionData) {
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this.hasData = false;
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this.loadingLabel.setText(i18next.t("saveSlotSelectUiHandler:empty"));
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