diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index 5ac94f3..2bb8e09 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -7,38 +7,43 @@ extends Node -signal game_saved -signal game_loaded -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 apply_complete +signal apply_save ## Apply the loaded data to the tree. Note: This should happen AFTER load_save() +signal create_auto_save +signal create_save(save_name: String) +signal delete_save(filename: String) +signal delete_error(error_message: String) +signal load_complete +signal load_error(error_message: String) +signal load_save(filename: String) ## Loads the save into memory. Does NOT apply the load as this allows for other actions (such as resetting the levle/world).[br]Don't forget to run `apply_save` after loading +signal save_complete +signal save_error(error_message: String) + signal quick_save signal quick_load -signal open_save_list_ui -signal close_save_list_ui signal toggle_save_icon_generation(toggled: bool) ## Enable/Disable the generation of a screenshot during save for the save icon. var _enable_save_icon_generation: bool = true -var _game_data_resource: SaveGameDataResource = SaveGameDataResource.new() +var _loaded_save_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 func _ready() -> void: - quick_load.connect(quick_load_game) - quick_save.connect(quick_load_game) - create_save_file.connect(_on_save_game_as_resource) - load_save_file.connect(load_game_save) - delete_save_file.connect(_on_delete_save_file) + apply_save.connect(_on_apply_save) + create_save.connect(_on_save_game_as_resource) + delete_save.connect(_on_delete_save) + load_save.connect(_on_load_game_save) + quick_load.connect(_on_quick_load) + quick_save.connect(_on_quick_save) toggle_save_icon_generation.connect(_on_toggle_save_icon_generation) func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("quick_save"): - quick_save_game() + _on_quick_save() if event.is_action_pressed("quick_load"): - quick_load_game() + _on_quick_load() func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = true) -> Array[SaveFileDetailsResource]: @@ -81,27 +86,26 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru save_files.sort_custom(_custom_save_file_sort) return save_files -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() +## Sort the save files list by date created, descending +func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool: + return a.date_created > b.date_created -func quick_load_game() -> void: - if not _load_save_level_data_component(): return +## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) +func _generate_save_game_resource() -> SaveGameDataResource: + var nodes: Array = get_tree().get_nodes_in_group("save_data_component") - _load_game_resource(_save_level_data_component.settings.quicksave_file_name) - game_loaded.emit() + if nodes == null: return + var _resource: SaveGameDataResource = SaveGameDataResource.new() + for node: Node in nodes: + if node is SaveDataComponent: + @warning_ignore("unsafe_method_access") + var save_data_resource: Node3DDataResource = node._save_data() + var save_final_resource: Node3DDataResource = save_data_resource.duplicate() + _resource.save_data_nodes.append(save_final_resource) -## Sort the save files list by date created, descending -func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool: - return a.date_created > b.date_created + return _resource ## Generate the texture for use in the save file listing func _generate_save_icon_texture(save_icon: String) -> Texture2D: @@ -133,48 +137,34 @@ 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) + _loaded_save_resource = ResourceLoader.load(save_game_file_path) + if _loaded_save_resource == null: + load_error.emit("Failed to load save. Unknown format? %s" % 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: - (resource as Node3DDataResource)._load_data(root_node) + load_complete.emit() -func _save_game_as_resource(resource_filename: String) -> void: +func _save_game_as_resource(save_name, resource_filename: String) -> void: if not _load_save_level_data_component(): return if !DirAccess.dir_exists_absolute(_save_level_data_component.settings.save_game_data_path): DirAccess.make_dir_absolute(_save_level_data_component.settings.save_game_data_path) var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename - _save_node_data() - var result: int = ResourceSaver.save(_game_data_resource, save_game_file_path) + var _save_resource: SaveGameDataResource = _generate_save_game_resource() + _save_resource.save_name = save_name + + var result: int = ResourceSaver.save(_save_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) - -## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) -func _save_node_data() -> void: - var nodes: Array = get_tree().get_nodes_in_group("save_data_component") - - if nodes == null: return - - for node: Node in nodes: - if node is SaveDataComponent: - @warning_ignore("unsafe_method_access") - var save_data_resource: Node3DDataResource = node._save_data() - var save_final_resource: Node3DDataResource = save_data_resource.duplicate() - _game_data_resource.save_data_nodes.append(save_final_resource) + save_complete.emit() ## Takes a screenshot and saves next to the save file[br] ## The icon utilizes the same filename as the save file, replacing `.tres` with `.png` @@ -190,26 +180,49 @@ func _take_save_screenshot(save_game_file_path: String) -> void: _icon.save_png(_icon_filepath) -## Save the game, with a filename of `.tres -func _on_save_game_as_resource(save_name: String) -> void: - if not _load_save_level_data_component(): return +## Apply the loaded save. Should be performed after load_save +func _on_apply_save() -> void: + if _loaded_save_resource == null: return - var current_date: String = Time.get_datetime_string_from_system().replace(":", "") - var _filename: String = "save_" + current_date + ".tres" + var root_node: Window = get_tree().root + for resource: Resource in _loaded_save_resource.save_data_nodes: + if resource is Node3DDataResource: + (resource as Node3DDataResource)._load_data(root_node) - _game_data_resource.save_name = save_name - _save_game_as_resource(_filename) - game_saved.emit() + apply_complete.emit() ## Delete both the save file and the related screenshot -func _on_delete_save_file(filename: String) -> void: +func _on_delete_save(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 DirAccess.remove_absolute(save_file_path) DirAccess.remove_absolute(save_file_path.replace(".tres", ".png")) # Delete icon +func _on_load_game_save(resource_filename: String) -> void: + _load_game_resource(resource_filename) + +func _on_quick_load() -> void: + if not _load_save_level_data_component(): return + _load_game_resource(_save_level_data_component.settings.quicksave_file_name) + +func _on_quick_save() -> void: + if not _load_save_level_data_component(): return + + _save_game_as_resource("Quick Save", _save_level_data_component.settings.quicksave_file_name) + +## Save the game, with a filename of `.tres +func _on_save_game_as_resource(save_name: String) -> void: + if not _load_save_level_data_component(): return + + var current_date: String = Time.get_datetime_string_from_system().replace(":", "") + var _filename: String = "save_" + current_date + ".tres" + + _loaded_save_resource.save_name = save_name + _save_game_as_resource(save_name, _filename) + save_complete.emit() + func _on_toggle_save_icon_generation(toggled: bool) -> void: _enable_save_icon_generation = toggled diff --git a/project.godot b/project.godot index 304235e..51ecfea 100644 --- a/project.godot +++ b/project.godot @@ -53,6 +53,10 @@ folder_colors={ "res://scenes/ui/": "green" } +[global_group] + +Player="" + [input] move_forward={ @@ -205,7 +209,3 @@ quickslot10={ 3d_physics/layer_1="World" 3d_physics/layer_2="Player" 3d_physics/layer_3="Pickups" - -[physics] - -3d/physics_engine="Jolt Physics" diff --git a/scenes/player/player.tscn b/scenes/player/player.tscn index a13ae17..11c710d 100644 --- a/scenes/player/player.tscn +++ b/scenes/player/player.tscn @@ -14,7 +14,7 @@ height = 1.95 radius = 0.2 height = 0.89 -[node name="Player" type="CharacterBody3D"] +[node name="Player" type="CharacterBody3D" groups=["Player"]] collision_layer = 2 script = ExtResource("1_7sql3") jump_count = 2 diff --git a/scenes/ui/menus/pause_menu.gd b/scenes/ui/menus/pause_menu.gd index 9be0c5a..921b179 100644 --- a/scenes/ui/menus/pause_menu.gd +++ b/scenes/ui/menus/pause_menu.gd @@ -1,6 +1,8 @@ class_name PauseMenu extends Panel +@export var save_load_ui: SaveLoadUI + func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("ui_cancel") and self.visible: @@ -27,4 +29,4 @@ func _on_settings_button_pressed() -> void: SignalManager.open_settings_menu.emit() func _on_saves_button_pressed() -> void: - SaveGameManager.open_save_list_ui.emit() + save_load_ui.open_save_list.emit() diff --git a/scenes/ui/menus/saves_manager/save_file.gd b/scenes/ui/menus/saves_manager/save_file.gd index 386be40..0f9728f 100644 --- a/scenes/ui/menus/saves_manager/save_file.gd +++ b/scenes/ui/menus/saves_manager/save_file.gd @@ -51,14 +51,14 @@ func _on_delete_button_pressed() -> void: delete_confirm_ui.show() func _on_delete_confirm_button_pressed() -> void: - SaveGameManager.delete_save_file.emit(save_file_details.filename) + SaveGameManager.delete_save.emit(save_file_details.filename) queue_free() func _on_delete_cancel_button_pressed() -> void: delete_confirm_ui.hide() func _on_load_button_pressed() -> void: - SaveGameManager.load_save_file.emit(save_file_details.filename) + SaveGameManager.load_save.emit(save_file_details.filename) func _on_mouse_entered() -> void: set("theme_override_styles/panel", save_panel_highlight) diff --git a/scenes/ui/menus/saves_manager/save_files_list.gd b/scenes/ui/menus/saves_manager/save_files_list.gd index b586bab..ebe9209 100644 --- a/scenes/ui/menus/saves_manager/save_files_list.gd +++ b/scenes/ui/menus/saves_manager/save_files_list.gd @@ -2,10 +2,11 @@ extends VBoxContainer @export var save_file_scene: PackedScene +@export var save_load_ui: SaveLoadUI func _ready() -> void: - SaveGameManager.open_save_list_ui.connect(_on_open_save_list_ui) + save_load_ui.open_save_list.connect(_on_open_save_list) # TODO: Reconsider this setup ## Clear the SaveFilesList node of all saves and load most recent saves @@ -24,5 +25,5 @@ func _clear_save_files_list() -> void: for _panel: SaveFilePanel in get_children(): _panel.queue_free() -func _on_open_save_list_ui() -> void: +func _on_open_save_list() -> void: refresh_saves_list() diff --git a/scenes/ui/menus/saves_manager/save_load_ui.gd b/scenes/ui/menus/saves_manager/save_load_ui.gd index 0ce2936..6f92972 100644 --- a/scenes/ui/menus/saves_manager/save_load_ui.gd +++ b/scenes/ui/menus/saves_manager/save_load_ui.gd @@ -2,6 +2,10 @@ class_name SaveLoadUI extends Control +signal close_save_list +signal open_save_list + + @export var show_save_ui_button: BaseButton @export var new_save_ui: Control @export var save_name_input: LineEdit @@ -26,7 +30,7 @@ func _on_create_save_button_pressed() -> void: if _save_level_data_component.ui_node != null: _save_level_data_component.ui_node.visible = false await get_tree().create_timer(.150).timeout # A hack to allow time for UI to hide before taking screenshot - SaveGameManager.create_save_file.emit(save_name) + SaveGameManager.create_save.emit(save_name) if _save_level_data_component.ui_node != null: _save_level_data_component.ui_node.visible = true new_save_ui.hide() diff --git a/scenes/ui/menus/saves_manager/save_load_ui.tscn b/scenes/ui/menus/saves_manager/save_load_ui.tscn index 74d6a20..0e70e6c 100644 --- a/scenes/ui/menus/saves_manager/save_load_ui.tscn +++ b/scenes/ui/menus/saves_manager/save_load_ui.tscn @@ -58,9 +58,10 @@ custom_minimum_size = Vector2(0, 500) layout_mode = 2 horizontal_scroll_mode = 0 -[node name="SaveFilesList" parent="Panel/MarginContainer/VBoxContainer/ScrollContainer" instance=ExtResource("1_tqtxm")] +[node name="SaveFilesList" parent="Panel/MarginContainer/VBoxContainer/ScrollContainer" node_paths=PackedStringArray("save_load_ui") instance=ExtResource("1_tqtxm")] layout_mode = 2 size_flags_horizontal = 6 +save_load_ui = NodePath("../../../../..") [node name="SaveFilePanel" parent="Panel/MarginContainer/VBoxContainer/ScrollContainer/SaveFilesList" instance=ExtResource("2_6uxbh")] layout_mode = 2 diff --git a/scenes/ui/ui.gd b/scenes/ui/ui.gd index 11fbecc..3bf674d 100644 --- a/scenes/ui/ui.gd +++ b/scenes/ui/ui.gd @@ -5,7 +5,7 @@ extends CanvasLayer @onready var crosshair: CenterContainer = $Crosshair @onready var quick_slots: MarginContainer = $QuickSlots @onready var pause_menu: PauseMenu = $PauseMenu -@onready var save_load_ui: Control = $SaveLoadUI +@onready var save_load_ui: SaveLoadUI = $SaveLoadUI @onready var settings_menu: SettingsMenu = $SettingsMenu @onready var waila: Waila = $Waila @@ -16,9 +16,11 @@ func _ready() -> void: SignalManager.close_settings_menu.connect(_on_close_settings_menu) SignalManager.open_settings_menu.connect(_on_open_settings_menu) SignalManager.resume_game.connect(_on_resume_game) - SaveGameManager.close_save_list_ui.connect(_on_close_save_list_ui) - SaveGameManager.open_save_list_ui.connect(_on_open_save_list_ui) - SaveGameManager.game_loaded.connect(_on_game_loaded) + + save_load_ui.close_save_list.connect(_on_close_save_list_ui) + save_load_ui.open_save_list.connect(_on_open_save_list_ui) + + SaveGameManager.load_complete.connect(_on_load_complete) _on_resume_game() @@ -43,7 +45,7 @@ func _on_close_save_list_ui() -> void: func _on_close_settings_menu() -> void: SignalManager.resume_game.emit() -func _on_game_loaded() -> void: +func _on_load_complete() -> void: _on_resume_game() func _on_open_pause_menu() -> void: diff --git a/scenes/ui/ui.tscn b/scenes/ui/ui.tscn index 98690a1..d0c4768 100644 --- a/scenes/ui/ui.tscn +++ b/scenes/ui/ui.tscn @@ -31,8 +31,9 @@ mouse_filter = 2 [node name="QuickSlots" parent="." instance=ExtResource("4_g5kmx")] -[node name="PauseMenu" parent="." instance=ExtResource("6_7vp6q")] +[node name="PauseMenu" parent="." node_paths=PackedStringArray("save_load_ui") instance=ExtResource("6_7vp6q")] visible = false +save_load_ui = NodePath("../SaveLoadUI") [node name="SettingsMenu" parent="." instance=ExtResource("7_7vp6q")] visible = false diff --git a/scenes/world/world.gd b/scenes/world/world.gd index 46df604..6009743 100644 --- a/scenes/world/world.gd +++ b/scenes/world/world.gd @@ -15,6 +15,7 @@ func _ready() -> void: EntityManager.drop_block.connect(_create_dropped_block) EntityManager.reset_world.connect(clear_world) EntityManager.spawn_player.connect(spawn_player) + SaveGameManager.load_complete.connect(_on_load_save_complete) clear_world() create_world() @@ -48,9 +49,10 @@ func generate_world() -> void: EntityManager.create_block.emit("002", ground_position) func spawn_player(player_position: Transform3D) -> void: - if has_node("Player"): - $Player.queue_free() - await $Player.tree_exited + var players: Array = get_tree().get_nodes_in_group("Player") + for player: Player in players: + player.queue_free() + await player.tree_exited var player: Player = player_scene.instantiate() player.transform = player_position @@ -81,3 +83,7 @@ func _create_test_blocks() -> void: func _on_reset_world() -> void: clear_world() + +func _on_load_save_complete() -> void: + clear_world() + SaveGameManager.apply_save.emit()