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Method loadAllResources

GDJS/Runtime/ResourceLoader.ts:284–304  ·  view source on GitHub ↗
(
      onProgress: (loadingCount: integer, totalCount: integer) => void
    )

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282 }
283
284 async loadAllResources(
285 onProgress: (loadingCount: integer, totalCount: integer) => void
286 ): Promise<void> {
287 let loadedCount = 0;
288 await ResourceLoader.processAndRetryIfNeededWithPromisePool(
289 [...this.privateResourceManager._resources.values()],
290 ResourceLoader.maxForegroundConcurrency,
291 ResourceLoader.maxAttempt,
292 async (resource) => {
293 await this.privateResourceManager._loadResource(resource);
294 await this.privateResourceManager._processResource(resource);
295 loadedCount++;
296 onProgress(loadedCount, this.privateResourceManager._resources.size);
297 }
298 );
299
300 this.sceneResourceLoadingQueue.setAllResourcesAs('ready');
301 for (const objectResourceLoadingQueue of this.objectResourceLoadingQueues.values()) {
302 objectResourceLoadingQueue.setAllResourcesAs('ready');
303 }
304 }
305
306 async loadResources(
307 resourceNames: Array<string>,

Callers 6

SaveState.spec.jsFile · 0.80
makeGameAndSceneFunction · 0.80
ResourceLoader.jsFile · 0.80
scenestack.jsFile · 0.80

Calls 5

_loadResourceMethod · 0.80
_processResourceMethod · 0.80
setAllResourcesAsMethod · 0.80
valuesMethod · 0.45

Tested by 1

makeGameAndSceneFunction · 0.64