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@ -39,10 +39,19 @@ func list_saves() -> Array[SaveFileDetailsResource]: # TODO: Update hints |
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var _save_path: String = save_game_data_path + filename |
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var _save_icon: String = filename.replace(".tres", ".png") |
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var _save_resource: SaveFileDetailsResource = SaveFileDetailsResource.new() |
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var _loaded_file: FileAccess = FileAccess.open(_save_path, FileAccess.READ) |
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# TODO: Reconsider loading the save to get the name |
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# This could be a large save making opening each one slow |
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# Should work out a better method for getting the save name (filename != save name) |
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var _save_file: SaveGameDataResource = ResourceLoader.load(_save_path) |
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_save_resource.save_name = _save_file.save_name |
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_save_resource.filename = filename |
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_save_resource.date_created = Time.get_datetime_string_from_unix_time(FileAccess.get_modified_time(_save_path)) |
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## In 4.5, this can probably be replaced with FileAccess.get_size(_save_path) |
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## This should reduce the need for opening the file here |
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var _loaded_file: FileAccess = FileAccess.open(_save_path, FileAccess.READ) |
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_save_resource.filesize = _loaded_file.get_length() |
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if FileAccess.file_exists(save_game_data_path + _save_icon): |
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