async the LoadingState asset preloads

This commit is contained in:
Cameron Taylor 2024-04-29 02:31:40 -04:00
parent 450a232eb8
commit 64b416e956

View file

@ -326,8 +326,8 @@ class LoadingState extends MusicBeatSubState
// I will fix this properly later I swear -eric // I will fix this properly later I swear -eric
if (!path.endsWith('.png')) continue; if (!path.endsWith('.png')) continue;
new Future<String>(function() {
FunkinSprite.cacheTexture(path); FunkinSprite.cacheTexture(path);
// Another dumb hack: FlxAnimate fetches from OpenFL's BitmapData cache directly and skips the FlxGraphic cache. // Another dumb hack: FlxAnimate fetches from OpenFL's BitmapData cache directly and skips the FlxGraphic cache.
// Since FlxGraphic tells OpenFL to not cache it, we have to do it manually. // Since FlxGraphic tells OpenFL to not cache it, we have to do it manually.
if (path.endsWith('spritemap1.png')) if (path.endsWith('spritemap1.png'))
@ -335,6 +335,11 @@ class LoadingState extends MusicBeatSubState
trace('Preloading FlxAnimate asset: ${path}'); trace('Preloading FlxAnimate asset: ${path}');
openfl.Assets.getBitmapData(path, true); openfl.Assets.getBitmapData(path, true);
} }
return 'Done precaching ${path}';
}, true);
trace("Queued ${path} for precaching");
// FunkinSprite.cacheTexture(path);
} }
// FunkinSprite.cacheAllNoteStyleTextures(noteStyle) // This will replace the stuff above! // FunkinSprite.cacheAllNoteStyleTextures(noteStyle) // This will replace the stuff above!