Browse Source

Renaming function for clarity

pull/16/head
Ryan Reed 1 month ago
parent
commit
257002dc90
1 changed files with 10 additions and 10 deletions
  1. +10
    -10
      save_load/autoloads/save_game_manager.gd

+ 10
- 10
save_load/autoloads/save_game_manager.gd View File

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


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