@ -42,7 +42,7 @@ func list_saves() -> Array[SaveFileDetailsResource]:
if not _load_save_level_data_component ( ) :
if not _load_save_level_data_component ( ) :
return save_files
return save_files
var save_game_data_path : String = _save_level_data_component . save_game_data_path
var save_game_data_path : String = _save_level_data_component . settings . s ave_game_data_path
if ! DirAccess . dir_exists_absolute ( save_game_data_path ) :
if ! DirAccess . dir_exists_absolute ( save_game_data_path ) :
return save_files
return save_files
@ -78,7 +78,7 @@ func list_saves() -> Array[SaveFileDetailsResource]:
func quick_save_game ( ) - > void :
func quick_save_game ( ) - > void :
if not _load_save_level_data_component ( ) : return
if not _load_save_level_data_component ( ) : return
_save_game_as_resource ( _save_level_data_component . quicksave_file_name )
_save_game_as_resource ( _save_level_data_component . settings . quicksave_file_name )
game_saved . emit ( )
game_saved . emit ( )
func quick_load_game ( ) - > void :
func quick_load_game ( ) - > void :
@ -86,7 +86,7 @@ func quick_load_game() -> void:
# TODO: Don't reset world if quicksave not found
# TODO: Don't reset world if quicksave not found
EntityManager . reset_world . emit ( )
EntityManager . reset_world . emit ( )
_load_game_resource ( _save_level_data_component . quicksave_file_name )
_load_game_resource ( _save_level_data_component . settings . quicksave_file_name )
game_loaded . emit ( )
game_loaded . emit ( )
@ -101,7 +101,7 @@ func _load_save_level_data_component() -> bool:
func _load_game_resource ( resource_filename : String ) - > void :
func _load_game_resource ( resource_filename : String ) - > void :
if not _load_save_level_data_component ( ) : return
if not _load_save_level_data_component ( ) : return
var save_game_file_path : String = _save_level_data_component . save_game_data_path + resource_filename
var save_game_file_path : String = _save_level_data_component . settings . s ave_game_data_path + resource_filename
if ! FileAccess . file_exists ( save_game_file_path ) :
if ! FileAccess . file_exists ( save_game_file_path ) :
printerr ( " Failed to load save. File does not exist: " , save_game_file_path )
printerr ( " Failed to load save. File does not exist: " , save_game_file_path )
return
return
@ -119,10 +119,10 @@ func _load_game_resource(resource_filename: String) -> void:
func _save_game_as_resource ( resource_filename : String ) - > void :
func _save_game_as_resource ( resource_filename : String ) - > void :
if not _load_save_level_data_component ( ) : return
if not _load_save_level_data_component ( ) : return
if ! DirAccess . dir_exists_absolute ( _save_level_data_component . save_game_data_path ) :
DirAccess . make_dir_absolute ( _save_level_data_component . save_game_data_path )
if ! DirAccess . dir_exists_absolute ( _save_level_data_component . settings . s ave_game_data_path ) :
DirAccess . make_dir_absolute ( _save_level_data_component . settings . s ave_game_data_path )
var save_game_file_path : String = _save_level_data_component . save_game_data_path + resource_filename
var save_game_file_path : String = _save_level_data_component . settings . s ave_game_data_path + resource_filename
_save_node_data ( )
_save_node_data ( )
var result : int = ResourceSaver . save ( _game_data_resource , save_game_file_path )
var result : int = ResourceSaver . save ( _game_data_resource , save_game_file_path )