diff --git a/save_load/autoloads/save_game_manager.gd b/save_load/autoloads/save_game_manager.gd index 1e2b290..96c64b8 100644 --- a/save_load/autoloads/save_game_manager.gd +++ b/save_load/autoloads/save_game_manager.gd @@ -20,6 +20,7 @@ signal close_save_list_ui var _game_data_resource: SaveGameDataResource = SaveGameDataResource.new() +var _save_icon_size: Vector2i = Vector2i(896, 504) ## If Vector2.ZERO, uses the user's resolution var _save_level_data_component: SaveLevelDataComponent ## Contains the save paths and filenames @@ -128,8 +129,6 @@ func _load_save_level_data_component() -> bool: func _load_game_resource(resource_filename: String) -> void: if not _load_save_level_data_component(): return - EntityManager.reset_world.emit() - 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) @@ -140,6 +139,8 @@ func _load_game_resource(resource_filename: String) -> void: printerr("Failed to load save. Unknown format? ", save_game_file_path) return + EntityManager.reset_world.emit() + var root_node: Window = get_tree().root for resource: Resource in _game_data_resource.save_data_nodes: if resource is Node3DDataResource: @@ -180,6 +181,9 @@ func _take_save_screenshot(save_game_file_path: String) -> void: var _icon_filepath: String = save_game_file_path.replace(".tres", ".png") var _icon: Image = get_viewport().get_texture().get_image() + if _save_icon_size != Vector2i.ZERO: + _icon.resize(_save_icon_size.x, _save_icon_size.y) + _icon.save_png(_icon_filepath)