From ee73433da286ac07c4fb127c7524adc37bfe1605 Mon Sep 17 00:00:00 2001 From: Ryan Reed Date: Thu, 27 Mar 2025 16:18:20 -0400 Subject: [PATCH] Reworking signals for clarity and ease of use --- .../autoloads/save_game_manager.gd | 31 ++++++++++--------- scenes/ui/menus/saves_manager/save_file.gd | 4 +-- scenes/ui/menus/saves_manager/save_load_ui.gd | 2 +- scenes/ui/ui.gd | 4 +-- 4 files changed, 21 insertions(+), 20 deletions(-) diff --git a/addons/save_load_system/autoloads/save_game_manager.gd b/addons/save_load_system/autoloads/save_game_manager.gd index 31357a2..188d133 100644 --- a/addons/save_load_system/autoloads/save_game_manager.gd +++ b/addons/save_load_system/autoloads/save_game_manager.gd @@ -7,15 +7,16 @@ extends Node -signal game_saved -signal game_loaded -signal create_auto_save_file -signal create_save_file(save_name: String) -signal delete_save_file(filename: String) -signal load_save_file(filename: String) -signal save_error(error_message: String) -signal load_error(error_message: String) +signal create_auto_save +signal create_save(save_name: String) +signal delete_save(filename: String) signal delete_error(error_message: String) +signal load_complete +signal load_error(error_message: String) +signal load_save(filename: String) +signal save_complete +signal save_error(error_message: String) + signal quick_save signal quick_load signal open_save_list_ui @@ -32,9 +33,9 @@ var _save_level_data_component: SaveLevelDataComponent ## Contains the save path func _ready() -> void: quick_load.connect(quick_load_game) quick_save.connect(quick_load_game) - create_save_file.connect(_on_save_game_as_resource) - load_save_file.connect(load_game_save) - delete_save_file.connect(_on_delete_save_file) + create_save.connect(_on_save_game_as_resource) + load_save.connect(load_game_save) + delete_save.connect(_on_delete_save) toggle_save_icon_generation.connect(_on_toggle_save_icon_generation) func _unhandled_input(event: InputEvent) -> void: @@ -148,7 +149,7 @@ func _load_game_resource(resource_filename: String) -> void: if resource is Node3DDataResource: (resource as Node3DDataResource)._load_data(root_node) - game_loaded.emit() + load_complete.emit() func _save_game_as_resource(resource_filename: String) -> void: if not _load_save_level_data_component(): return @@ -165,7 +166,7 @@ func _save_game_as_resource(resource_filename: String) -> void: return _take_save_screenshot(save_game_file_path) - game_saved.emit() + save_complete.emit() ## Save the properties defined on the SaveDataComponents attached to various nodes (such as Block) func _save_node_data() -> void: @@ -203,10 +204,10 @@ func _on_save_game_as_resource(save_name: String) -> void: _game_data_resource.save_name = save_name _save_game_as_resource(_filename) - game_saved.emit() + save_complete.emit() ## Delete both the save file and the related screenshot -func _on_delete_save_file(filename: String) -> void: +func _on_delete_save(filename: String) -> void: if filename.length() < 1: delete_error.emit("Empty filename provided") return diff --git a/scenes/ui/menus/saves_manager/save_file.gd b/scenes/ui/menus/saves_manager/save_file.gd index 386be40..0f9728f 100644 --- a/scenes/ui/menus/saves_manager/save_file.gd +++ b/scenes/ui/menus/saves_manager/save_file.gd @@ -51,14 +51,14 @@ func _on_delete_button_pressed() -> void: delete_confirm_ui.show() func _on_delete_confirm_button_pressed() -> void: - SaveGameManager.delete_save_file.emit(save_file_details.filename) + SaveGameManager.delete_save.emit(save_file_details.filename) queue_free() func _on_delete_cancel_button_pressed() -> void: delete_confirm_ui.hide() func _on_load_button_pressed() -> void: - SaveGameManager.load_save_file.emit(save_file_details.filename) + SaveGameManager.load_save.emit(save_file_details.filename) func _on_mouse_entered() -> void: set("theme_override_styles/panel", save_panel_highlight) diff --git a/scenes/ui/menus/saves_manager/save_load_ui.gd b/scenes/ui/menus/saves_manager/save_load_ui.gd index 0ce2936..c7ed11c 100644 --- a/scenes/ui/menus/saves_manager/save_load_ui.gd +++ b/scenes/ui/menus/saves_manager/save_load_ui.gd @@ -26,7 +26,7 @@ func _on_create_save_button_pressed() -> void: if _save_level_data_component.ui_node != null: _save_level_data_component.ui_node.visible = false await get_tree().create_timer(.150).timeout # A hack to allow time for UI to hide before taking screenshot - SaveGameManager.create_save_file.emit(save_name) + SaveGameManager.create_save.emit(save_name) if _save_level_data_component.ui_node != null: _save_level_data_component.ui_node.visible = true new_save_ui.hide() diff --git a/scenes/ui/ui.gd b/scenes/ui/ui.gd index 11fbecc..b09fce4 100644 --- a/scenes/ui/ui.gd +++ b/scenes/ui/ui.gd @@ -18,7 +18,7 @@ func _ready() -> void: SignalManager.resume_game.connect(_on_resume_game) SaveGameManager.close_save_list_ui.connect(_on_close_save_list_ui) SaveGameManager.open_save_list_ui.connect(_on_open_save_list_ui) - SaveGameManager.game_loaded.connect(_on_game_loaded) + SaveGameManager.load_complete.connect(_on_load_complete) _on_resume_game() @@ -43,7 +43,7 @@ func _on_close_save_list_ui() -> void: func _on_close_settings_menu() -> void: SignalManager.resume_game.emit() -func _on_game_loaded() -> void: +func _on_load_complete() -> void: _on_resume_game() func _on_open_pause_menu() -> void: