## Performs the actual Saving[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 ## * Node Type Resources - Each type of node that requires saving, such as a TileMapLayer, needs a resource created extends Node signal game_saved signal game_loaded func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("quick_save"): save_game() if event.is_action_pressed("quick_load"): load_game() func 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") return save_level_data_component.save_game() game_saved.emit() func load_game() -> void: EntityManager.reset_world.emit() 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") return save_level_data_component.load_game() game_loaded.emit()