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)
if result != OK:
printerr("Failed to save game: ", result)
func load_game() -> void:
if !FileAccess.file_exists(save_game_file_path):
printerr("Failed to load save. File does not exist: ", save_game_file_path)
return
game_data_resource = ResourceLoader.load(save_game_file_path)
if game_data_resource == null:
printerr("Failed to load save. Unknown format? ", 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)
func list_saves() -> Array[SaveFileDetailsResource]: # TODO: Update hints
var save_files: Array[SaveFileDetailsResource] = []
if !DirAccess.dir_exists_absolute(save_game_data_path):
return save_files
for filename: String in ResourceLoader.list_directory(save_game_data_path):
if !filename.begins_with("save_"): continue
if !filename.ends_with(".tres"): continue # Screenshots, etc
var _save_path: String = save_game_data_path + filename
var _save_icon: String = filename.replace(".tres", ".png")
var _save_resource: SaveFileDetailsResource = SaveFileDetailsResource.new()
var _loaded_file: FileAccess = FileAccess.open(_save_path, FileAccess.READ)
_save_resource.filename = filename
_save_resource.date_created = Time.get_datetime_string_from_unix_time(FileAccess.get_modified_time(_save_path))
_save_resource.filesize = _loaded_file.get_length()
if FileAccess.file_exists(save_game_data_path + _save_icon):
_save_resource.save_icon = _save_icon
save_files.append(_save_resource)
return save_files