From 5dce93c4548a20df8f652865fdf6efbb391589b8 Mon Sep 17 00:00:00 2001 From: Ryan Reed Date: Thu, 27 Mar 2025 16:09:43 -0400 Subject: [PATCH] Moving errors messages for signals --- .../autoloads/save_game_manager.gd | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index 5ac94f3..31357a2 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -13,6 +13,9 @@ signal create_auto_save_file signal create_save_file(save_name: String) signal delete_save_file(filename: String) signal load_save_file(filename: String) +signal save_error(error_message: String) +signal load_error(error_message: String) +signal delete_error(error_message: String) signal quick_save signal quick_load signal open_save_list_ui @@ -83,20 +86,17 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru func load_game_save(resource_filename: String) -> void: _load_game_resource(resource_filename) - game_loaded.emit() func quick_save_game() -> void: if not _load_save_level_data_component(): return _game_data_resource.save_name = "Quick Save" _save_game_as_resource(_save_level_data_component.settings.quicksave_file_name) - game_saved.emit() func quick_load_game() -> void: if not _load_save_level_data_component(): return _load_game_resource(_save_level_data_component.settings.quicksave_file_name) - game_loaded.emit() ## Sort the save files list by date created, descending @@ -133,12 +133,12 @@ func _load_game_resource(resource_filename: String) -> void: var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename if !FileAccess.file_exists(save_game_file_path): - printerr("Failed to load save. File does not exist: ", save_game_file_path) + load_error.emit("Failed to load save. File does not exist: %s" % save_game_file_path) return _game_data_resource = ResourceLoader.load(save_game_file_path) if _game_data_resource == null: - printerr("Failed to load save. Unknown format? ", save_game_file_path) + load_error.emit("Failed to load save. Unknown format? %s" % save_game_file_path) return EntityManager.reset_world.emit() @@ -148,6 +148,8 @@ func _load_game_resource(resource_filename: String) -> void: if resource is Node3DDataResource: (resource as Node3DDataResource)._load_data(root_node) + game_loaded.emit() + func _save_game_as_resource(resource_filename: String) -> void: if not _load_save_level_data_component(): return @@ -159,9 +161,11 @@ 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, "): ", save_game_file_path) + save_error.emit("Failed to save game (" , result, "): " + save_game_file_path) + return _take_save_screenshot(save_game_file_path) + game_saved.emit() ## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) func _save_node_data() -> void: @@ -204,7 +208,7 @@ func _on_save_game_as_resource(save_name: String) -> void: ## Delete both the save file and the related screenshot func _on_delete_save_file(filename: String) -> void: if filename.length() < 1: - printerr("_on_delete_save_file(): Empty filename provided") + delete_error.emit("Empty filename provided") return var save_file_path: String = _save_level_data_component.settings.save_game_data_path + filename