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Composer

A lightweight scene manager library for Godot, written in C#, with a mere 20 KB footprint. It boasts robust efficiency and cross-language scripting capabilities, supporting both 2D and 3D environments.
This library excels in loading scenes asynchronously, facilitating the implementation of dynamic loading screens, smooth transitions and other features.

🧾 Prerequisites

🛠️ Installation

  • Download the Composer folder as .ZIP or from the releases tab
  • Extract it into your project folder
  • Autoload Composer.cs and if you plan to use it from .gd files, autoload ComposerGD.cs as well

⚙️ Usage

⚠️ Disclaimer: Simply replace Composer. with ComposerGD. if no GDscript example is provided.

🔨 Scene Creation

Method 1:

  • First, add a reference name and path to the Manifest.
Composer.AddScene("MyScene", "res://path/to/MyScene")
  • Then create it.
Composer.CreateScene("MyScene")


Method 2:

  • You can add a scene and create it instantly using SceneSettings, without needing to call CreateScene.

C#:

Composer.AddScene("MyScene", "res://path/to/MyScene", new(){
    InstantCreate = true,
})


GDScript:

ComposerGD.AddScene("MyScene", "res://path/to/MyScene", {
    "instant_create":true,
})
  • You can also set a custom parent

C#:

Composer.AddScene("MyScene", "res://path/to/MyScene", new(){
    InstantCreate = true,
})


GDScript:

ComposerGD.AddScene("MyScene", "res://path/to/MyScene", {
    "instant_create":true,
})
  • You can also disable autoloading the PackedScene resource with InstantLoad parameter set to false.

C#:

Composer.AddScene("MyScene", "res://path/to/MyScene", new(){
    InstantLoad = false,
})


GDScript:

ComposerGD.AddScene("MyScene", "res://path/to/MyScene", {
    "instant_load":false,
})
  • To later load a scene, you can then call LoadScene method:
Composer.LoadScene("MyScene")

Method 3:

  • You can add a prexisting scene that has been either created by making an instance of the Scene class or created directly in the editor itself, using Resources.
var scene = new Scene("MyScene","res://path/to/MyScene")

Composer.AddScene(scene)
  • If you have multiple scenes already created, you can also use the AddScenes method. It takes an Array of Scene instances.
Composer.AddScenes(new (){
    scene1, scene2, scene3, ...
})

There are also specific methods called LoadScenes and CreateScenes for loading/creating multiple scenes at once. They too only take one parameter, this being an Array of Scene instances.
⚠️ Warning: This method currently does not exist in ComposerGD as it is experimental. LoadScenes and CreateScenes are also unavaliable.

🏗️ Scene Handling

Get Scene:

  • Returns the Scene class based on the InternalName of the scene. Useful for making direct interactions with the instance.
var scene = Composer.GetScene("MyScene")

Replacing Scenes:

  • To replace a scene with another one, we use the ReplaceScene Method.
Composer.ReplaceScene("MyScene", "NewScene")

Reloading Scenes:

  • To reload a scene, use the ReloadScene Method.
Composer.ReloadScene("MyScene")

Run Scenes

  • Use EnableScene to run a scene, useful for unpausing.
Composer.EnableScene("MyScene")

Stop Scenes:

  • Use EnableScene to stop a scene, useful for pausing.
Composer.DisableScene("MyScene")
📝 Assigning Custom Parents
  • By default, scenes will be instantiated as children of /root. However, you can assign a custom parent through a multitude of ways.

Method 1:

  • With SceneSettings

C#:

Composer.AddScene(//Other parameters, new(){
    SceneParent = parent,
})


GDScript:

ComposerGD.AddScene(//Other parameters, {
    "scene_parent":parent
})

⚠️ Warning: If SceneParent isn't a valid parent, Composer will fallback to /root.

Method 2:

  • Through CreateScene with an optional parameter.
Composer.CreateScene("MyScene", parent)

Method 3:

  • Using the ReplaceScene Method.
Composer.ReplaceScene(//Other parameters, newParent)

⚠️ Warning: If the newParent isn't a valid parent, Composer will fallback to /root.

🔥 Scene Removal

Unload Scene:

  • Removes the scene resource.
Composer.UnloadScene("MyScene")

Remove Scene from tree:

  • Removes the instance from the tree.
Composer.RemoveScene("MyScene")

Dispose of Scene from memory:

  • Removes the instance, resource and InternalName.
Composer.DisposeScene("MyScene")
🚥 Signals

⚠️ Warning: Even if you are using ComposerGD, connect the signals from regular Composer.

SceneBeganLoaded

  • Emitted when scene has began its loading of Resource. Fires with a sceneName parameter which is always the InternalName of the scene.
SceneBeganLoaded(string sceneName)

SceneLoaded

  • Emitted when scene has finished its loading of Resource. Fires with a sceneName parameter which is always the InternalName of the scene.
SceneLoaded(string sceneName)

SceneAllLoaded

  • Emitted when every scene that has existed in the queue has been loaded.
SceneAllLoaded()

SceneLoadingProcessUpdated

  • Emitted with every process tick when the scene is being loaded. Fires with a sceneName parameter which is always the InternalName of the scene and also the progress parameter which represents the percentage of loading.
SceneLoadingProcessUpdated(string sceneName, float progress)

SceneCreated

  • Emitted when scene has finished creating via CreateScene(). Fires with a sceneName parameter which is always the InternalName of the scene.
SceneCreated(string sceneName)

SceneEnabled

  • Emitted when scene has been enabled via EnableScene(). Fires with a sceneName parameter which is always the InternalName of the scene.
SceneEnabled(string sceneName)

SceneDisabled

  • Emitted when scene has been disabled via DisableScene(). Fires with a sceneName parameter which is always the InternalName of the scene.
SceneDisabled(string sceneName)

SceneRemoved

  • Emitted when scene has been removed via RemoveScene(). Fires with a sceneName parameter which is always the InternalName of the scene.
SceneRemoved(string sceneName)

SceneDisposed

  • Emitted when scene has been disposed via DisposeScene(). Fires with a sceneName parameter which is always the InternalName of the scene.
SceneDisposed(string sceneName)
⚙️ SceneSettings
  • SceneSettings is a special class that provides an easy way to modify Scene's behaviour. They can be modified at any time, as long as the scene is present in the Manifest. Below is a list of all existing settings:
    ⚠️ Warning: When using ComposerGD, use dictionaries with names of the settings as strings. You can use both names in snake_case and PascalCase. Example: {"instant_load":true} SceneParent
Node SceneParent = ((SceneTree)Engine.GetMainLoop()).Root;
  • A node which is/will be the parent of the Scene's Resource when it is instantiated. Default is /root.
    ⚠️ Warning: When set with an invalid parent, Composer will fallback to /root.

InstantLoad

bool InstantLoad = true
  • A flag which will automatically load the scene's Resource upon creation of Scene's instance. Default is true.

InstantCreate

bool InstantCreate = false
  • A flag which will automatically create an instance of the Scene's Resource and add it to the tree. Default is false.

DisableProcessing

bool DisableProcessing = false
  • A flag which will automatically disable the Scene's Resource instance upon creation. Default is false.

UseSubthreads

bool UseSubthreads = false
  • A flag which will activate loading of the Resource using subthreads. Learn more about this here. Default is false.

CacheMode

ResourceLoader.CacheMode CacheMode = ResourceLoader.CacheMode.Reuse
  • A value which sets the CacheMode when loading Scene's Resource. Learn more about this here. Default is CacheMode.Reuse.

Releases

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Languages

  • C# 98.5%
  • GDScript 1.5%