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Removing need for refresh_saves_list signal

pull/16/head
Ryan Reed 1 month ago
parent
commit
15a8a57eda
3 changed files with 2 additions and 5 deletions
  1. +0
    -1
      save_load/autoloads/save_game_manager.gd
  2. +2
    -3
      save_load/ui/save_files_list.gd
  3. +0
    -1
      save_load/ui/save_load_ui.gd

+ 0
- 1
save_load/autoloads/save_game_manager.gd View File

@ -9,7 +9,6 @@ extends Node
signal game_saved signal game_saved
signal game_loaded signal game_loaded
signal refresh_saves_list
signal create_auto_save_file signal create_auto_save_file
signal create_save_file(save_name: String) signal create_save_file(save_name: String)
signal delete_save_file(filename: String) signal delete_save_file(filename: String)


+ 2
- 3
save_load/ui/save_files_list.gd View File

@ -5,8 +5,7 @@ extends VBoxContainer
func _ready() -> void: func _ready() -> void:
SaveGameManager.open_save_list_ui.connect(_on_refresh_saves_list)
SaveGameManager.refresh_saves_list.connect(_on_refresh_saves_list)
SaveGameManager.open_save_list_ui.connect(_on_open_save_list_ui)
## Clear the SaveFilesList node of all saves and load most recent saves ## Clear the SaveFilesList node of all saves and load most recent saves
@ -25,5 +24,5 @@ func _clear_save_files_list() -> void:
for _panel: SaveFilePanel in get_children(): for _panel: SaveFilePanel in get_children():
_panel.queue_free() _panel.queue_free()
func _on_refresh_saves_list() -> void:
func _on_open_save_list_ui() -> void:
refresh_saves_list() refresh_saves_list()

+ 0
- 1
save_load/ui/save_load_ui.gd View File

@ -27,7 +27,6 @@ func _on_create_save_button_pressed() -> void:
_save_level_data_component.ui_node.visible = false _save_level_data_component.ui_node.visible = false
await get_tree().create_timer(.150).timeout # A hack to delay to allow UI to hide before taking screenshot await get_tree().create_timer(.150).timeout # A hack to delay to allow UI to hide before taking screenshot
SaveGameManager.create_save_file.emit(save_name) SaveGameManager.create_save_file.emit(save_name)
SaveGameManager.refresh_saves_list.emit()
if _save_level_data_component.ui_node != null: if _save_level_data_component.ui_node != null:
_save_level_data_component.ui_node.visible = true _save_level_data_component.ui_node.visible = true
new_save_ui.hide() new_save_ui.hide()


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