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Using signal in SaveGameManager for quick saves and loads

pull/15/head
Ryan Reed 1 month ago
parent
commit
f81080eedc
2 changed files with 12 additions and 6 deletions
  1. +10
    -4
      save_load/autoloads/save_game_manager.gd
  2. +2
    -2
      scenes/ui/menus/pause_menu.gd

+ 10
- 4
save_load/autoloads/save_game_manager.gd View File

@ -14,16 +14,22 @@ signal create_auto_save_file
signal create_save_file(filename: String)
signal delete_save_file(filename: String)
signal load_save_file(filename: String)
signal quick_save
signal quick_load
func _ready() -> void:
quick_load.connect(quick_load_game)
quick_save.connect(quick_load_game)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("quick_save"):
quick_save()
quick_save_game()
if event.is_action_pressed("quick_load"):
quick_load()
quick_load_game()
func quick_save() -> void:
func quick_save_game() -> void:
var save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component")
if save_level_data_component == null:
push_error("Could not find SaveLevelDataComponent node in level")
@ -32,7 +38,7 @@ func quick_save() -> void:
save_level_data_component.quick_save_game()
game_saved.emit()
func quick_load() -> void:
func quick_load_game() -> void:
var save_level_data_component: SaveLevelDataComponent = get_tree().get_first_node_in_group("save_level_data_component")
if save_level_data_component == null:
push_error("Could not find SaveLevelDataComponent node in level")


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

@ -24,11 +24,11 @@ func _on_resume_button_pressed() -> void:
hide_menu()
func _on_quick_load_pressed() -> void:
SaveGameManager.load_game()
SaveGameManager.quick_load.emit()
hide_menu()
func _on_quick_save_pressed() -> void:
SaveGameManager.save_game()
SaveGameManager.quick_save.emit()
hide_menu()
func _on_settings_button_pressed() -> void:


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