From c22f21fb9ce5ece3f543f851992ddd6818090dff Mon Sep 17 00:00:00 2001 From: Ryan Reed Date: Fri, 28 Mar 2025 19:06:34 -0400 Subject: [PATCH] Replacing various error signals with a single error signal --- .../autoloads/save_game_manager.gd | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index ca927d9..ebdcaca 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -14,14 +14,12 @@ 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) signal disable_autosaves signal enable_autosaves +signal 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 start_autosave signal stop_autosave @@ -162,12 +160,12 @@ func _load_game_resource(resource_filename: String) -> void: 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) + error.emit("Failed to load save. File does not exist: %s" % save_game_file_path) return _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) + error.emit("Failed to load save. Unknown format? %s" % save_game_file_path) return load_complete.emit() @@ -176,7 +174,7 @@ func _load_game_resource(resource_filename: String) -> void: 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") + error.emit("Failed to Save Settings. Could not find SaveLevelDataComponent node in tree") return false _save_game_settings = _save_level_data_component.settings @@ -223,7 +221,7 @@ func _save_game_as_resource(save_name, resource_filename: String) -> void: var result: int = ResourceSaver.save(_save_resource, save_game_file_path) if result != OK: - save_error.emit("Failed to save game (" , result, "): " + save_game_file_path) + error.emit("Failed to save game (" , result, "): " + save_game_file_path) return _take_save_screenshot(save_game_file_path) @@ -261,7 +259,7 @@ func _on_autosave_timer_timeout() -> void: ## 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") + error.emit("Failed to delete save. Empty filename provided.") return var save_file_path: String = _save_game_settings.save_game_data_path + filename