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Updating comments

pull/17/head
Ryan Reed 1 month ago
parent
commit
d9c9ffe764
1 changed files with 7 additions and 6 deletions
  1. +7
    -6
      save_load/autoloads/save_game_manager.gd

+ 7
- 6
save_load/autoloads/save_game_manager.gd View File

@ -1,8 +1,8 @@
## Performs the actual Saving[br][br]
## Performs the managing of saves by saving, loading, and returning a list of saves[br][br]
##
## Below is a basic definition of various components and resources for reference:[br]
## * SaveLevelDataComponent - The root save component that performs saving and loading of the actual data from disk
## * SaveDataComponent - Attached to a node that has properties that need to be saved
## * SaveLevelDataComponent - The root save component that provides the Save Settings[br]
## * SaveDataComponent - Attached to a node that has properties that need to be saved[br]
## * Node Type Resources - Each type of node that requires saving, such as a TileMapLayer, needs a resource created
extends Node
@ -51,7 +51,7 @@ func list_saves(include_quick_saves: bool = true, include_auto_saves: bool = tru
return save_files
for filename: String in ResourceLoader.list_directory(save_game_data_path):
# TODO: Rework so the settings determine the file_name prepends
# 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
@ -95,7 +95,6 @@ func quick_save_game() -> void:
func quick_load_game() -> void:
if not _load_save_level_data_component(): return
# TODO: Don't reset world if quicksave not found
_load_game_resource(_save_level_data_component.settings.quicksave_file_name)
game_loaded.emit()
@ -120,7 +119,7 @@ func _generate_save_icon_texture(save_icon: String) -> Texture2D:
return _icon_texture
## Find the SaveLevelDataComponent within the level which stores the save paths and filenames
## 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:
@ -191,6 +190,7 @@ func _take_save_screenshot(save_game_file_path: String) -> void:
_icon.save_png(_icon_filepath)
## Save the game, with a filename of `<save_prepend><current_date>.tres
func _on_save_game_as_resource(save_name: String) -> void:
if not _load_save_level_data_component(): return
@ -201,6 +201,7 @@ func _on_save_game_as_resource(save_name: String) -> void:
_save_game_as_resource(_filename)
game_saved.emit()
## Delete both the save file and the related screenshot
func _on_delete_save_file(filename: String) -> void:
if filename.length() < 1:
printerr("_on_delete_save_file(): Empty filename provided")


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