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@ -72,7 +72,7 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru |
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_save_resource.filesize = _loaded_file.get_length() |
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if FileAccess.file_exists(save_game_data_path + _save_icon): |
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_save_resource.save_icon = _save_icon |
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_save_resource.save_icon = save_game_data_path + _save_icon |
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save_files.append(_save_resource) |
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@ -95,10 +95,20 @@ func quick_load_game() -> void: |
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game_loaded.emit() |
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## Sort the save files list by date created, descending |
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func _custom_save_file_sort(a: SaveFileDetailsResource, b: SaveFileDetailsResource) -> bool: |
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return a.date_created > b.date_created |
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## Generates an icon by taking a screenshot[br] |
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## The icon utilizes the same filename as the save file, replacing `.tres` with `.png` |
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func _generate_save_icon(save_game_file_path: String) -> void: |
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# TODO: Hide the UI before taking the screenshot |
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var _icon_filepath: String = save_game_file_path.replace(".tres", ".png") |
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var _icon: Image = get_viewport().get_texture().get_image() |
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_icon.save_png(_icon_filepath) |
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## Find the SaveLevelDataComponent within the level which stores the save paths and filenames |
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func _load_save_level_data_component() -> bool: |
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_save_level_data_component = get_tree().get_first_node_in_group("save_level_data_component") |
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@ -138,6 +148,8 @@ func _save_game_as_resource(resource_filename: String) -> void: |
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if result != OK: |
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printerr("Failed to save game (" , result, "): ", save_game_file_path) |
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_generate_save_icon(save_game_file_path) |
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## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) |
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func _save_node_data() -> void: |
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var nodes: Array = get_tree().get_nodes_in_group("save_data_component") |
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