## Add to any node that has data we need to save ## Each node type, such as TileMapLayer, will need a resource created for it ## See `res://save_load/resources/node_types/` class_name SaveDataComponent extends Node @export var save_data_resource: Node3DDataResource ## The resource describing the type of object being saved @onready var parent_node: Node3D = get_parent() func _ready() -> void: add_to_group("save_data_component") func _save_data() -> Resource: if parent_node == null: return if save_data_resource == null: push_error("save_data_resource not defined on node ", parent_node.name) return save_data_resource._save_data(parent_node) return save_data_resource