diff --git a/save_load/autoloads/save_game_manager.gd b/save_load/autoloads/save_game_manager.gd index d99053d..5ac94f3 100644 --- a/save_load/autoloads/save_game_manager.gd +++ b/save_load/autoloads/save_game_manager.gd @@ -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 `.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")