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Create save with just save name (not filename)

pull/15/head
Ryan Reed 1 month ago
parent
commit
0ede9891d9
1 changed files with 14 additions and 3 deletions
  1. +14
    -3
      save_load/autoloads/save_game_manager.gd

+ 14
- 3
save_load/autoloads/save_game_manager.gd View File

@ -11,7 +11,7 @@ signal game_saved
signal game_loaded
signal refresh_saves_list
signal create_auto_save_file
signal create_save_file(filename: String)
signal create_save_file(save_name: String)
signal delete_save_file(filename: String)
signal load_save_file(filename: String)
signal quick_save
@ -27,7 +27,7 @@ var _save_level_data_component: SaveLevelDataComponent ## Contains the save path
func _ready() -> void:
quick_load.connect(quick_load_game)
quick_save.connect(quick_load_game)
create_save_file.connect(_save_game_as_resource)
create_save_file.connect(_on_save_game_as_resource)
load_save_file.connect(_load_game_resource)
func _unhandled_input(event: InputEvent) -> void:
@ -130,7 +130,7 @@ func _save_game_as_resource(resource_filename: String) -> void:
var result: int = ResourceSaver.save(_game_data_resource, save_game_file_path)
if result != OK:
printerr("Failed to save game: ", result)
printerr("Failed to save game (" , result, "): ", save_game_file_path)
## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block)
func _save_node_data() -> void:
@ -144,3 +144,14 @@ func _save_node_data() -> void:
var save_data_resource: Node3DDataResource = node._save_data()
var save_final_resource: Node3DDataResource = save_data_resource.duplicate()
_game_data_resource.save_data_nodes.append(save_final_resource)
func _on_save_game_as_resource(save_name: String) -> void:
if not _load_save_level_data_component(): return
var current_date: String = Time.get_datetime_string_from_system().replace(":", "")
var _filename: String = "save_" + current_date + ".tres"
_game_data_resource.save_name = save_name
_save_game_as_resource(_filename)
game_saved.emit()

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