A Minecraft style clone in Godot
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## Performs the actual saving and loading of data related to this level/scene
## Utilized by the SaveGameManager
class_name SaveLevelDataComponent
extends Node
## See documentation to where this path is: https://docs.godotengine.org/en/stable/tutorials/io/data_paths.html#accessing-persistent-user-data-user[br][br]
## Default Paths:[br]
## * Windows: %APPDATA%\Godot\app_userdata\[project_name][br]
## * macOS: ~/Library/Application Support/Godot/app_userdata/[project_name][br]
## * Linux: ~/.local/share/godot/app_userdata/[project_name][br]
@export var save_game_data_path: String = "user://game_data/"
@export var save_file_name: String = "save_%s_game_data.tres"
var level_scene_name: String
var game_data_resource: SaveGameDataResource
var level_save_file_name: String
var save_game_file_path: String
func _ready() -> void:
add_to_group("save_level_data_component")
level_scene_name = get_parent().name
level_save_file_name = save_file_name % level_scene_name
save_game_file_path = save_game_data_path + level_save_file_name
func save_node_data() -> void:
var nodes: Array = get_tree().get_nodes_in_group("save_data_component")
if nodes == null: return
game_data_resource = SaveGameDataResource.new()
for node: Node in nodes:
if node is SaveDataComponent:
@warning_ignore("unsafe_method_access")
var save_data_resource: Node3DDataResource = node._save_data()
var save_final_resource: Node3DDataResource = save_data_resource.duplicate()
game_data_resource.save_data_nodes.append(save_final_resource)
func save_game() -> void:
if !DirAccess.dir_exists_absolute(save_game_data_path):
DirAccess.make_dir_absolute(save_game_data_path)
save_node_data()
var result: int = ResourceSaver.save(game_data_resource, save_game_file_path)
print("Save Result: ", result)
func load_game() -> void:
if !FileAccess.file_exists(save_game_file_path):
#push_error("Save file does not exist: ", save_game_file_path)
return
game_data_resource = ResourceLoader.load(save_game_file_path)
if game_data_resource == null:
push_error("Could not load save file: ", save_game_file_path)
return
var root_node: Window = get_tree().root
for resource: Resource in game_data_resource.save_data_nodes:
if resource is Node3DDataResource:
(resource as Node3DDataResource)._load_data(root_node)