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Reworking signals for clarity and ease of use

pull/18/head
Ryan Reed 1 month ago
parent
commit
ee73433da2
4 changed files with 21 additions and 20 deletions
  1. +16
    -15
      addons/save_load_system/autoloads/save_game_manager.gd
  2. +2
    -2
      scenes/ui/menus/saves_manager/save_file.gd
  3. +1
    -1
      scenes/ui/menus/saves_manager/save_load_ui.gd
  4. +2
    -2
      scenes/ui/ui.gd

+ 16
- 15
addons/save_load_system/autoloads/save_game_manager.gd View File

@ -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


+ 2
- 2
scenes/ui/menus/saves_manager/save_file.gd View File

@ -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)


+ 1
- 1
scenes/ui/menus/saves_manager/save_load_ui.gd View File

@ -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()


+ 2
- 2
scenes/ui/ui.gd View File

@ -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:


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