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Moving errors messages for signals

pull/18/head
Ryan Reed 1 month ago
parent
commit
5dce93c454
1 changed files with 11 additions and 7 deletions
  1. +11
    -7
      addons/save_load_system/autoloads/save_game_manager.gd

+ 11
- 7
addons/save_load_system/autoloads/save_game_manager.gd View File

@ -13,6 +13,9 @@ 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)
signal load_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_save
signal quick_load signal quick_load
signal open_save_list_ui 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: func load_game_save(resource_filename: String) -> void:
_load_game_resource(resource_filename) _load_game_resource(resource_filename)
game_loaded.emit()
func quick_save_game() -> void: func quick_save_game() -> void:
if not _load_save_level_data_component(): return if not _load_save_level_data_component(): return
_game_data_resource.save_name = "Quick Save" _game_data_resource.save_name = "Quick Save"
_save_game_as_resource(_save_level_data_component.settings.quicksave_file_name) _save_game_as_resource(_save_level_data_component.settings.quicksave_file_name)
game_saved.emit()
func quick_load_game() -> void: func quick_load_game() -> void:
if not _load_save_level_data_component(): return if not _load_save_level_data_component(): return
_load_game_resource(_save_level_data_component.settings.quicksave_file_name) _load_game_resource(_save_level_data_component.settings.quicksave_file_name)
game_loaded.emit()
## Sort the save files list by date created, descending ## 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 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): 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 return
_game_data_resource = ResourceLoader.load(save_game_file_path) _game_data_resource = ResourceLoader.load(save_game_file_path)
if _game_data_resource == null: 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 return
EntityManager.reset_world.emit() EntityManager.reset_world.emit()
@ -148,6 +148,8 @@ func _load_game_resource(resource_filename: String) -> void:
if resource is Node3DDataResource: if resource is Node3DDataResource:
(resource as Node3DDataResource)._load_data(root_node) (resource as Node3DDataResource)._load_data(root_node)
game_loaded.emit()
func _save_game_as_resource(resource_filename: String) -> void: func _save_game_as_resource(resource_filename: String) -> void:
if not _load_save_level_data_component(): return 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) var result: int = ResourceSaver.save(_game_data_resource, save_game_file_path)
if result != OK: 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) _take_save_screenshot(save_game_file_path)
game_saved.emit()
## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) ## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block)
func _save_node_data() -> void: 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 ## Delete both the save file and the related screenshot
func _on_delete_save_file(filename: String) -> void: func _on_delete_save_file(filename: String) -> void:
if filename.length() < 1: if filename.length() < 1:
printerr("_on_delete_save_file(): Empty filename provided")
delete_error.emit("Empty filename provided")
return return
var save_file_path: String = _save_level_data_component.settings.save_game_data_path + filename var save_file_path: String = _save_level_data_component.settings.save_game_data_path + filename


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