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@ -116,15 +116,6 @@ func _generate_save_icon_texture(save_icon: String) -> Texture2D: |
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return _icon_texture |
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## Generates an icon by taking a screenshot[br] |
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## The icon utilizes the same filename as the save file, replacing `.tres` with `.png` |
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func _generate_save_icon(save_game_file_path: String) -> void: |
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# TODO: Hide the UI before taking the screenshot |
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var _icon_filepath: String = save_game_file_path.replace(".tres", ".png") |
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var _icon: Image = get_viewport().get_texture().get_image() |
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_icon.save_png(_icon_filepath) |
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## Find the SaveLevelDataComponent within the level which stores the save paths and filenames |
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func _load_save_level_data_component() -> bool: |
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_save_level_data_component = get_tree().get_first_node_in_group("save_level_data_component") |
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@ -169,7 +160,7 @@ func _save_game_as_resource(resource_filename: String) -> void: |
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if result != OK: |
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printerr("Failed to save game (" , result, "): ", save_game_file_path) |
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_generate_save_icon(save_game_file_path) |
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_take_save_screenshot(save_game_file_path) |
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## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) |
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func _save_node_data() -> void: |
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@ -184,6 +175,15 @@ func _save_node_data() -> void: |
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var save_final_resource: Node3DDataResource = save_data_resource.duplicate() |
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_game_data_resource.save_data_nodes.append(save_final_resource) |
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## Takes a screenshot and saves next to the save file[br] |
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## The icon utilizes the same filename as the save file, replacing `.tres` with `.png` |
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func _take_save_screenshot(save_game_file_path: String) -> void: |
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# TODO: Hide the UI before taking the screenshot |
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var _icon_filepath: String = save_game_file_path.replace(".tres", ".png") |
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var _icon: Image = get_viewport().get_texture().get_image() |
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_icon.save_png(_icon_filepath) |
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func _on_save_game_as_resource(save_name: String) -> void: |
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if not _load_save_level_data_component(): return |
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