Browse Source

Replacing various error signals with a single error signal

pull/22/head
Ryan Reed 1 month ago
parent
commit
c22f21fb9c
1 changed files with 6 additions and 8 deletions
  1. +6
    -8
      addons/save_load_system/autoloads/save_game_manager.gd

+ 6
- 8
addons/save_load_system/autoloads/save_game_manager.gd View File

@ -14,14 +14,12 @@ signal autosave_start ## Autosave has started
signal create_autosave signal create_autosave
signal create_save(save_name: String) signal create_save(save_name: String)
signal delete_save(filename: String) signal delete_save(filename: String)
signal delete_error(error_message: String)
signal disable_autosaves signal disable_autosaves
signal enable_autosaves signal enable_autosaves
signal error(error_message: String)
signal load_complete 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 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_complete
signal save_error(error_message: String)
signal start_autosave signal start_autosave
signal stop_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 var save_game_file_path: String = _save_game_settings.save_game_data_path + resource_filename
if !FileAccess.file_exists(save_game_file_path): 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 return
_loaded_save_resource = ResourceLoader.load(save_game_file_path) _loaded_save_resource = ResourceLoader.load(save_game_file_path)
if _loaded_save_resource == null: 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 return
load_complete.emit() load_complete.emit()
@ -176,7 +174,7 @@ func _load_game_resource(resource_filename: String) -> void:
func _load_save_settings() -> bool: func _load_save_settings() -> bool:
var _save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component") var _save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component")
if _save_level_data_component == null: 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 return false
_save_game_settings = _save_level_data_component.settings _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) var result: int = ResourceSaver.save(_save_resource, save_game_file_path)
if result != OK: 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 return
_take_save_screenshot(save_game_file_path) _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 ## Delete both the save file and the related screenshot
func _on_delete_save(filename: String) -> void: func _on_delete_save(filename: String) -> void:
if filename.length() < 1: if filename.length() < 1:
delete_error.emit("Empty filename provided")
error.emit("Failed to delete save. Empty filename provided.")
return return
var save_file_path: String = _save_game_settings.save_game_data_path + filename var save_file_path: String = _save_game_settings.save_game_data_path + filename


Loading…
Cancel
Save