diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index 2bb8e09..61e4c86 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -9,7 +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 create_auto_save +signal autosave_complete ## Autosave has completed +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) @@ -18,16 +20,19 @@ 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 start_autosave +signal stop_autosave signal quick_save signal quick_load signal toggle_save_icon_generation(toggled: bool) ## Enable/Disable the generation of a screenshot during save for the save icon. +var _autosave_timer: Timer = Timer.new() var _enable_save_icon_generation: bool = true var _loaded_save_resource: SaveGameDataResource = SaveGameDataResource.new() +var _save_game_settings: SaveGameSettings ## Contains the save paths, filename prepends, and other save settings 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: @@ -37,29 +42,39 @@ func _ready() -> void: load_save.connect(_on_load_game_save) quick_load.connect(_on_quick_load) quick_save.connect(_on_quick_save) + start_autosave.connect(_on_start_autosave) + stop_autosave.connect(_on_stop_autosave) toggle_save_icon_generation.connect(_on_toggle_save_icon_generation) + _autosave_timer.name = "AutosaveTimer" + _autosave_timer.one_shot = false + _autosave_timer.timeout.connect(_on_autosave_timer_timeout) + add_child(_autosave_timer) + func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("quick_save"): - _on_quick_save() + quick_save.emit() if event.is_action_pressed("quick_load"): - _on_quick_load() + 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_level_data_component(): + if not _load_save_settings(): return save_files - var save_game_data_path: String = _save_level_data_component.settings.save_game_data_path + var save_game_data_path: String = _save_game_settings.save_game_data_path if !DirAccess.dir_exists_absolute(save_game_data_path): return save_files for filename: String in ResourceLoader.list_directory(save_game_data_path): # TODO: Rework so the settings determine the file_name using prepends - if filename.begins_with("quicksave_") and not include_quick_saves: continue - elif filename.begins_with("autosave_") and not include_auto_saves: continue - elif !filename.begins_with("save_") and !filename.begins_with("quicksave_") and !filename.begins_with("autosave_"): continue + 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_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 var _save_path: String = save_game_data_path + filename var _save_icon: String = filename.replace(".tres", ".png") @@ -70,9 +85,9 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru # Should work out a better method for getting the save name (filename != save name) var _save_file: SaveGameDataResource = ResourceLoader.load(_save_path) _save_resource.save_name = _save_file.save_name + _save_resource.save_date = _save_file.save_date _save_resource.filename = filename - _save_resource.date_created = Time.get_datetime_string_from_unix_time(FileAccess.get_modified_time(_save_path)) ## In 4.5, this can probably be replaced with FileAccess.get_size(_save_path) ## This should reduce the need for opening the file here @@ -87,9 +102,23 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru return save_files +func _create_autosave() -> void: + if not _load_save_settings(): return + + _autosave_timer.stop() + autosave_start.emit() + + _rotate_autosaves() + + var autosave_filename: String = _save_game_settings.autosave_file_name_prepend + "01.tres" + _save_game_as_resource("Auto Save", autosave_filename) + + autosave_complete.emit() + _autosave_timer.start(_save_game_settings.autosave_duration) + ## 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 a.save_date > b.save_date ## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) func _generate_save_game_resource() -> SaveGameDataResource: @@ -111,9 +140,9 @@ func _generate_save_game_resource() -> SaveGameDataResource: func _generate_save_icon_texture(save_icon: String) -> Texture2D: var _icon_texture: Texture2D = ImageTexture.new() if save_icon != null and !FileAccess.file_exists(save_icon): - _icon_texture = _save_level_data_component.default_save_icon_resource + _icon_texture = _save_game_settings.default_save_icon_resource elif save_icon == null: - _icon_texture = _save_level_data_component.default_save_icon_resource + _icon_texture = _save_game_settings.default_save_icon_resource else: var _icon_image: Image = Image.new() _icon_image.load(save_icon) @@ -123,19 +152,10 @@ func _generate_save_icon_texture(save_icon: String) -> Texture2D: return _icon_texture -## Find the SaveLevelDataComponent within the level which stores the save settings -func _load_save_level_data_component() -> bool: - _save_level_data_component = get_tree().get_first_node_in_group("save_level_data_component") - if _save_level_data_component == null: - push_error("Could not find SaveLevelDataComponent node in level") - return false - - return true - func _load_game_resource(resource_filename: String) -> void: - if not _load_save_level_data_component(): return + if not _load_save_settings(): return - var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename + var save_game_file_path: String = _save_game_settings.save_game_data_path + resource_filename if !FileAccess.file_exists(save_game_file_path): load_error.emit("Failed to load save. File does not exist: %s" % save_game_file_path) return @@ -147,16 +167,54 @@ func _load_game_resource(resource_filename: String) -> void: load_complete.emit() +## Find the SaveLevelDataComponent within the tree which stores the save settings +func _load_save_settings() -> bool: + var _save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component") + if _save_level_data_component == null: + push_error("Could not find SaveLevelDataComponent node in level") + return false + + _save_game_settings = _save_level_data_component.settings + + return true + +## Increment autosave numbers and if we've reach max number of autosaves, remove the oldest one +func _rotate_autosaves() -> void: + var saves_dir = DirAccess.open(_save_game_settings.save_game_data_path) + if saves_dir == null: + DirAccess.make_dir_absolute(_save_game_settings.save_game_data_path) + + var autosaves: Array[String] = [] + for filename in saves_dir.get_files(): + if !filename.begins_with(_save_game_settings.autosave_file_name_prepend): continue + if !filename.ends_with(".tres"): continue + autosaves.append(filename) + + 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 + for index in range(autosaves.size(), 0, -1): + var old_save_path: String = "%s%02d.tres" % [filepath, index] + var old_screenshot_path: String = "%s%02d.png" % [filepath, index] + var new_save_path: String = "%s%02d.tres" % [filepath, index + 1] + var new_screenshot_path: String = "%s%02d.png" % [filepath, index + 1] + DirAccess.copy_absolute(old_save_path, new_save_path) + + if FileAccess.file_exists(old_screenshot_path): + DirAccess.copy_absolute(old_screenshot_path, new_screenshot_path) + func _save_game_as_resource(save_name, resource_filename: String) -> void: - if not _load_save_level_data_component(): return + if not _load_save_settings(): 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) + if !DirAccess.dir_exists_absolute(_save_game_settings.save_game_data_path): + DirAccess.make_dir_absolute(_save_game_settings.save_game_data_path) - var save_game_file_path: String = _save_level_data_component.settings.save_game_data_path + resource_filename + var save_game_file_path: String = _save_game_settings.save_game_data_path + resource_filename var _save_resource: SaveGameDataResource = _generate_save_game_resource() _save_resource.save_name = save_name + _save_resource.save_date = Time.get_datetime_string_from_system(false, true) var result: int = ResourceSaver.save(_save_resource, save_game_file_path) if result != OK: @@ -191,13 +249,16 @@ func _on_apply_save() -> void: apply_complete.emit() +func _on_autosave_timer_timeout() -> void: + _create_autosave() + ## Delete both the save file and the related screenshot func _on_delete_save(filename: String) -> void: if filename.length() < 1: delete_error.emit("Empty filename provided") return - var save_file_path: String = _save_level_data_component.settings.save_game_data_path + filename + var save_file_path: String = _save_game_settings.save_game_data_path + filename DirAccess.remove_absolute(save_file_path) DirAccess.remove_absolute(save_file_path.replace(".tres", ".png")) # Delete icon @@ -205,24 +266,32 @@ 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) + if not _load_save_settings(): return + _load_game_resource(_save_game_settings.quicksave_file_name_prepend + "game_data.tres") func _on_quick_save() -> void: - if not _load_save_level_data_component(): return + if not _load_save_settings(): return - _save_game_as_resource("Quick Save", _save_level_data_component.settings.quicksave_file_name) + _save_game_as_resource("Quick Save", _save_game_settings.quicksave_file_name_prepend + "game_data.tres") ## 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 + if not _load_save_settings(): return var current_date: String = Time.get_datetime_string_from_system().replace(":", "") - var _filename: String = "save_" + current_date + ".tres" + var _filename: String = _save_game_settings.save_file_name_prepend + current_date + ".tres" _loaded_save_resource.save_name = save_name _save_game_as_resource(save_name, _filename) save_complete.emit() +func _on_start_autosave() -> void: + if _save_game_settings == null: + _load_save_settings() + _autosave_timer.start(_save_game_settings.autosave_duration) + +func _on_stop_autosave() -> void: + _autosave_timer.stop() + func _on_toggle_save_icon_generation(toggled: bool) -> void: _enable_save_icon_generation = toggled diff --git a/addons/save_load_system/components/save_level_data_component.gd b/addons/save_load_system/components/save_level_data_component.gd index d5fbc1b..77bf043 100644 --- a/addons/save_load_system/components/save_level_data_component.gd +++ b/addons/save_load_system/components/save_level_data_component.gd @@ -4,9 +4,7 @@ class_name SaveLevelDataComponent extends Node -@export var default_save_icon_resource: CompressedTexture2D @export var settings: SaveGameSettings ## The SaveGameSettings resource -@export var ui_node: CanvasLayer ## The UI to Show/Hide when taking screenshot (e.g. save icon generation) func _ready() -> void: diff --git a/addons/save_load_system/components/save_level_data_component.tscn b/addons/save_load_system/components/save_level_data_component.tscn index dc4237b..09d3906 100644 --- a/addons/save_load_system/components/save_level_data_component.tscn +++ b/addons/save_load_system/components/save_level_data_component.tscn @@ -1,10 +1,8 @@ -[gd_scene load_steps=4 format=3 uid="uid://c3pqilb6yh5kc"] +[gd_scene load_steps=3 format=3 uid="uid://c3pqilb6yh5kc"] [ext_resource type="Script" uid="uid://c7x2qvyu62230" path="res://addons/save_load_system/components/save_level_data_component.gd" id="1_exguq"] -[ext_resource type="Texture2D" uid="uid://b4lam0dwtv8fq" path="res://addons/save_load_system/default_icon.svg" id="2_hd7aa"] [ext_resource type="Resource" uid="uid://o32fooj1lxg7" path="res://addons/save_load_system/resources/save_game_settings_resource.tres" id="2_rkr1f"] [node name="SaveLevelDataComponent" type="Node"] script = ExtResource("1_exguq") -default_save_icon_resource = ExtResource("2_hd7aa") settings = ExtResource("2_rkr1f") diff --git a/addons/save_load_system/resources/save_file_details_resource.gd b/addons/save_load_system/resources/save_file_details_resource.gd index 882ebd9..bc0b61d 100644 --- a/addons/save_load_system/resources/save_file_details_resource.gd +++ b/addons/save_load_system/resources/save_file_details_resource.gd @@ -6,6 +6,6 @@ extends Node @export var save_name: String = "My Save" @export var filename: String = "" -@export var date_created: String = "" +@export var save_date: String = "" @export var filesize: int = 0 @export var save_icon_texture: Texture2D diff --git a/addons/save_load_system/resources/save_game_data_resource.gd b/addons/save_load_system/resources/save_game_data_resource.gd index 44210ff..3da5a77 100644 --- a/addons/save_load_system/resources/save_game_data_resource.gd +++ b/addons/save_load_system/resources/save_game_data_resource.gd @@ -8,3 +8,4 @@ extends Resource @export var save_data_nodes: Array[Node3DDataResource] @export var save_name: String +@export var save_date: String 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 4aca6b5..907aa61 100644 --- a/addons/save_load_system/resources/save_game_settings_resource.gd +++ b/addons/save_load_system/resources/save_game_settings_resource.gd @@ -8,8 +8,12 @@ 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 save_file_name: String = "save_game_data.tres" -@export var quicksave_file_name: String = "quicksave_game_data.tres" -@export var autosave_file_name: String = "autosave_%s_game_data.tres" ## %s is the save number (probably 01) +@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. + +@export var save_file_name_prepend: String = "save_" +@export var quicksave_file_name_prepend: String = "quicksave_" +@export var autosave_file_name_prepend: String = "autosave_" + +@export var default_save_icon_resource: CompressedTexture2D diff --git a/addons/save_load_system/resources/save_game_settings_resource.tres b/addons/save_load_system/resources/save_game_settings_resource.tres index 74ca31e..7532c75 100644 --- a/addons/save_load_system/resources/save_game_settings_resource.tres +++ b/addons/save_load_system/resources/save_game_settings_resource.tres @@ -1,12 +1,15 @@ -[gd_resource type="Resource" script_class="SaveGameSettings" load_steps=2 format=3 uid="uid://o32fooj1lxg7"] +[gd_resource type="Resource" script_class="SaveGameSettings" load_steps=3 format=3 uid="uid://o32fooj1lxg7"] +[ext_resource type="Texture2D" uid="uid://b4lam0dwtv8fq" path="res://addons/save_load_system/default_icon.svg" id="1_fm0fk"] [ext_resource type="Script" uid="uid://d0iptf06t7f47" path="res://addons/save_load_system/resources/save_game_settings_resource.gd" id="1_o1tpj"] [resource] script = ExtResource("1_o1tpj") save_game_data_path = "user://game_data/" -max_auto_saves = 5 -save_file_name = "save_%s_game_data.tres" -quicksave_file_name = "quicksave_game_data.tres" -autosave_file_name = "autosave_%s_game_data.tres" +autosave_duration = 60 +max_autosaves = 5 +save_file_name_prepend = "save_" +quicksave_file_name_prepend = "quicksave_" +autosave_file_name_prepend = "autosave_" +default_save_icon_resource = ExtResource("1_fm0fk") metadata/_custom_type_script = "uid://d0iptf06t7f47" diff --git a/assets/ui/spinner-clockwise.png b/assets/ui/spinner-clockwise.png new file mode 100644 index 0000000..83bae9c Binary files /dev/null and b/assets/ui/spinner-clockwise.png differ diff --git a/assets/ui/spinner-clockwise.png.import b/assets/ui/spinner-clockwise.png.import new file mode 100644 index 0000000..6cd9791 --- /dev/null +++ b/assets/ui/spinner-clockwise.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://bsfqsslfq53dn" +path="res://.godot/imported/spinner-clockwise.png-bbb06e749ee5040cd72cec4de0d564b2.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://assets/ui/spinner-clockwise.png" +dest_files=["res://.godot/imported/spinner-clockwise.png-bbb06e749ee5040cd72cec4de0d564b2.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/scenes/ui/autosave_notification.gd b/scenes/ui/autosave_notification.gd new file mode 100644 index 0000000..480e23a --- /dev/null +++ b/scenes/ui/autosave_notification.gd @@ -0,0 +1,25 @@ +class_name AutosaveNotification +extends MarginContainer + + +@export var animation_player: AnimationPlayer + + +func _ready() -> void: + SaveGameManager.autosave_start.connect(_on_autosave_start) + SaveGameManager.autosave_complete.connect(_on_autosave_complete) + visible = false + +func _on_autosave_start() -> void: + animation_player.play("spin") + visible = true + +func _on_autosave_complete() -> void: + # This is for testing. The displaying of UI element is inconsistent. + # Sometimes I need to print(visible) to force it to show up, although I have no idea why that works. It might not actually be doing anything and is just randomish. + # TODO: Figure out what the hell is going on here + #print(visible) + await get_tree().create_timer(3).timeout + + animation_player.stop() + visible = false diff --git a/scenes/ui/autosave_notification.gd.uid b/scenes/ui/autosave_notification.gd.uid new file mode 100644 index 0000000..f491611 --- /dev/null +++ b/scenes/ui/autosave_notification.gd.uid @@ -0,0 +1 @@ +uid://db0pkuhbcmfkb diff --git a/scenes/ui/autosave_notification.tscn b/scenes/ui/autosave_notification.tscn new file mode 100644 index 0000000..b8b3f3a --- /dev/null +++ b/scenes/ui/autosave_notification.tscn @@ -0,0 +1,87 @@ +[gd_scene load_steps=6 format=3 uid="uid://rfknvv8b0d4i"] + +[ext_resource type="Texture2D" uid="uid://bsfqsslfq53dn" path="res://assets/ui/spinner-clockwise.png" id="1_2tr78"] +[ext_resource type="Script" uid="uid://db0pkuhbcmfkb" path="res://scenes/ui/autosave_notification.gd" id="1_rdcu1"] + +[sub_resource type="Animation" id="Animation_y220t"] +length = 0.001 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Icon/TextureRect:rotation") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [0.0] +} + +[sub_resource type="Animation" id="Animation_uegxj"] +resource_name = "spin" +loop_mode = 1 +step = 0.1 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Icon/TextureRect:rotation") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0, 1), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [0.0, 6.28319] +} + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_4kltc"] +_data = { +&"RESET": SubResource("Animation_y220t"), +&"spin": SubResource("Animation_uegxj") +} + +[node name="AutosaveNotification" type="MarginContainer" node_paths=PackedStringArray("animation_player")] +process_mode = 3 +z_index = 1 +anchors_preset = 1 +anchor_left = 1.0 +anchor_right = 1.0 +offset_left = -164.0 +offset_bottom = 60.0 +grow_horizontal = 0 +theme_override_constants/margin_left = 10 +theme_override_constants/margin_top = 10 +theme_override_constants/margin_right = 10 +theme_override_constants/margin_bottom = 10 +script = ExtResource("1_rdcu1") +animation_player = NodePath("AnimationPlayer") + +[node name="HBoxContainer" type="HBoxContainer" parent="."] +layout_mode = 2 + +[node name="Icon" type="Control" parent="HBoxContainer"] +custom_minimum_size = Vector2(40, 40) +layout_mode = 2 + +[node name="TextureRect" type="TextureRect" parent="HBoxContainer/Icon"] +layout_mode = 0 +offset_right = 40.0 +offset_bottom = 40.0 +pivot_offset = Vector2(20, 20) +texture = ExtResource("1_2tr78") +expand_mode = 3 + +[node name="Label" type="Label" parent="HBoxContainer"] +layout_mode = 2 +theme_override_colors/font_color = Color(0.944248, 0.414786, 0.141556, 1) +theme_override_colors/font_outline_color = Color(1, 1, 1, 1) +text = "Autosaving..." +vertical_alignment = 1 + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +root_node = NodePath("../HBoxContainer") +libraries = { +&"": SubResource("AnimationLibrary_4kltc") +} +autoplay = "spin" diff --git a/scenes/ui/menus/saves_manager/save_file.gd b/scenes/ui/menus/saves_manager/save_file.gd index 0f9728f..1a22a55 100644 --- a/scenes/ui/menus/saves_manager/save_file.gd +++ b/scenes/ui/menus/saves_manager/save_file.gd @@ -36,7 +36,7 @@ func initialize(_resource: SaveFileDetailsResource) -> void: set_save_name() func set_save_date() -> void: - save_date_label.text = save_file_details.date_created + save_date_label.text = save_file_details.save_date func set_save_icon() -> void: save_icon.texture = save_file_details.save_icon_texture diff --git a/scenes/ui/menus/saves_manager/save_load_ui.gd b/scenes/ui/menus/saves_manager/save_load_ui.gd index 6f92972..6b718a3 100644 --- a/scenes/ui/menus/saves_manager/save_load_ui.gd +++ b/scenes/ui/menus/saves_manager/save_load_ui.gd @@ -12,6 +12,8 @@ signal open_save_list @export var create_save_button: BaseButton @export var create_save_cancel_button: BaseButton +@export var ui_node: CanvasLayer ## The UI to Show/Hide when taking screenshot (e.g. save icon generation) + func _ready() -> void: show_save_ui_button.pressed.connect(_on_show_save_ui_button_pressed) @@ -24,15 +26,14 @@ func _ready() -> void: func _on_create_save_button_pressed() -> void: var save_name: String = save_name_input.text if save_name.strip_edges() == "": - save_name = Time.get_datetime_string_from_system().replace(":", "") + save_name = Time.get_datetime_string_from_system(false, true) - var _save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component") - if _save_level_data_component.ui_node != null: - _save_level_data_component.ui_node.visible = false + if ui_node != null: + 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.emit(save_name) - if _save_level_data_component.ui_node != null: - _save_level_data_component.ui_node.visible = true + if ui_node != null: + ui_node.visible = true new_save_ui.hide() SignalManager.resume_game.emit() @@ -40,6 +41,5 @@ func _on_create_save_cancel_button_pressed() -> void: new_save_ui.hide() func _on_show_save_ui_button_pressed() -> void: - var current_date: String = Time.get_datetime_string_from_system() - save_name_input.text = current_date.replace(":", "") + save_name_input.text = Time.get_datetime_string_from_system(false, true) new_save_ui.show() diff --git a/scenes/ui/ui.tscn b/scenes/ui/ui.tscn index d0c4768..3db600e 100644 --- a/scenes/ui/ui.tscn +++ b/scenes/ui/ui.tscn @@ -1,10 +1,11 @@ -[gd_scene load_steps=7 format=3 uid="uid://c7fj7wla8bd70"] +[gd_scene load_steps=8 format=3 uid="uid://c7fj7wla8bd70"] [ext_resource type="Script" uid="uid://bslimr2y4lnvq" path="res://scenes/ui/ui.gd" id="1_aac20"] [ext_resource type="PackedScene" uid="uid://dvogu3djluqsn" path="res://scenes/ui/waila.tscn" id="1_u7n8c"] [ext_resource type="PackedScene" uid="uid://cbiygbgpfk220" path="res://scenes/ui/quick_slots.tscn" id="4_g5kmx"] [ext_resource type="PackedScene" uid="uid://bopvfwcgnnawg" path="res://scenes/ui/menus/pause_menu.tscn" id="6_7vp6q"] [ext_resource type="PackedScene" uid="uid://4bdgwwx27m71" path="res://scenes/ui/menus/settings_menu.tscn" id="7_7vp6q"] +[ext_resource type="PackedScene" uid="uid://rfknvv8b0d4i" path="res://scenes/ui/autosave_notification.tscn" id="7_jcn1r"] [ext_resource type="PackedScene" uid="uid://dauchkhmnyk7n" path="res://scenes/ui/menus/saves_manager/save_load_ui.tscn" id="8_jcn1r"] [node name="UI" type="CanvasLayer"] @@ -38,5 +39,9 @@ save_load_ui = NodePath("../SaveLoadUI") [node name="SettingsMenu" parent="." instance=ExtResource("7_7vp6q")] visible = false -[node name="SaveLoadUI" parent="." instance=ExtResource("8_jcn1r")] +[node name="SaveLoadUI" parent="." node_paths=PackedStringArray("ui_node") instance=ExtResource("8_jcn1r")] +visible = false +ui_node = NodePath("..") + +[node name="AutosaveNotification" parent="." instance=ExtResource("7_jcn1r")] visible = false diff --git a/scenes/world/world.gd b/scenes/world/world.gd index 6009743..a2442a8 100644 --- a/scenes/world/world.gd +++ b/scenes/world/world.gd @@ -16,9 +16,12 @@ func _ready() -> void: EntityManager.reset_world.connect(clear_world) EntityManager.spawn_player.connect(spawn_player) SaveGameManager.load_complete.connect(_on_load_save_complete) + SignalManager.open_pause_menu.connect(_on_open_pause_menu) + SignalManager.resume_game.connect(_on_resume_game) clear_world() create_world() + SaveGameManager.start_autosave.emit() ## For resetting/emptying the world to allow for load_game or generating a new world func clear_world() -> void: @@ -87,3 +90,10 @@ func _on_reset_world() -> void: func _on_load_save_complete() -> void: clear_world() SaveGameManager.apply_save.emit() + SaveGameManager.start_autosave.emit() + +func _on_open_pause_menu() -> void: + SaveGameManager.stop_autosave.emit() + +func _on_resume_game() -> void: + SaveGameManager.start_autosave.emit()