diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index c8da766..f41afa9 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -9,9 +9,9 @@ extends Node signal apply_complete signal apply_save ## Apply the loaded data to the tree. Note: This should happen AFTER load_save() -signal autosave_start ## Autosave has started signal autosave_complete ## Autosave has completed -signal create_auto_save +signal autosave_start ## Autosave has started +signal create_autosave signal create_save(save_name: String) signal delete_save(filename: String) signal delete_error(error_message: String) @@ -58,7 +58,7 @@ func _unhandled_input(event: InputEvent) -> void: quick_load.emit() -func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = true) -> Array[SaveFileDetailsResource]: +func list_saves(include_quick_saves: bool = true, include_autosaves: bool = true) -> Array[SaveFileDetailsResource]: var save_files: Array[SaveFileDetailsResource] = [] if not _load_save_settings(): return save_files @@ -71,7 +71,7 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru # TODO: Rework so the settings determine the file_name using prepends if filename.begins_with(_save_game_settings.quicksave_file_name_prepend) and not include_quick_saves: continue - elif filename.begins_with(_save_game_settings.autosave_file_name_prepend) and not include_auto_saves: + elif filename.begins_with(_save_game_settings.autosave_file_name_prepend) and not include_autosaves: continue elif !filename.begins_with(_save_game_settings.save_file_name_prepend) and !filename.begins_with(_save_game_settings.quicksave_file_name_prepend) and !filename.begins_with(_save_game_settings.autosave_file_name_prepend): continue @@ -188,7 +188,7 @@ func _move_autosaves() -> void: if !filename.ends_with(".tres"): continue autosaves.append(filename) - if autosaves.size() == _save_game_settings.max_auto_saves: # Delete oldest save + if autosaves.size() == _save_game_settings.max_autosaves: # Delete oldest save DirAccess.remove_absolute(_save_game_settings.save_game_data_path + autosaves.pop_back()) var filepath: String = _save_game_settings.save_game_data_path + _save_game_settings.autosave_file_name_prepend diff --git a/addons/save_load_system/resources/save_game_settings_resource.gd b/addons/save_load_system/resources/save_game_settings_resource.gd index 8eb4ec9..907aa61 100644 --- a/addons/save_load_system/resources/save_game_settings_resource.gd +++ b/addons/save_load_system/resources/save_game_settings_resource.gd @@ -8,7 +8,7 @@ extends Resource ## * macOS: ~/Library/Application Support/Godot/app_userdata/[project_name][br] ## * Linux: ~/.local/share/godot/app_userdata/[project_name][br] @export var save_game_data_path: String = "user://game_data/" -@export var max_auto_saves: int = 5 +@export var max_autosaves: int = 5 @export var autosave_duration: int = 60 ## How often, in seconds, should an autosave run[br]SaveGameManager will NOT autostart the autosave timer. This must be done by the world/scene.