void CCore::OnGameLoad() { // Is the game already loaded? if(IsGameLoaded()) return; CLogFile::Print(__FUNCTION__); // Initialize game instance & respawn local player GetGame()->Initialise(); // Mark the game as loaded SetGameLoaded(true); // Startup the network module m_pNetworkManager->Startup(); // Prepare the client in game elements g_pCore->GetGame()->PrepareWorld(); // Finalize the client in game elements g_pCore->GetGame()->OnClientReadyToGamePlay(); // Set the loading screen not visible m_pLoadingScreen->SetVisible(false); // Set the main menu visible m_pMainMenu->SetVisible(true); // Set the initialize time m_uiGameInitializeTime = timeGetTime(); }
void game::LoadGameState::Update(math::Real elapsedTime) { START_PROFILING_GAME(true, ""); DELOCUST_LOG_GAME("LOAD game state updating"); const auto gameManager = engine::GameManager::GetGameManager(); m_loadingProgress = gameManager->GetLoadingProgress(); // m_loadingProgress += 0.00022f; if (m_loadingProgress > REAL_ONE) { m_loadingProgress = REAL_ONE; } if (gameManager->IsGameLoaded()) { NOTICE_LOG_GAME("The game is loaded"); m_loadingThread->join(); gameManager->SetTransition(new engine::game_state_transitioning::GameStateTransition(gameManager->GetPlayGameState(), engine::game_state_transitioning::SWITCH, engine::game_state_modality::EXCLUSIVE)); } STOP_PROFILING_GAME(""); }