A Minecraft style clone in Godot
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## 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
signal refresh_saves_list
signal create_save_file(filename: String)
signal delete_save_file(filename: String)
signal load_save_file(filename: String)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("quick_save"):
quick_save()
if event.is_action_pressed("quick_load"):
quick_load()
func quick_save() -> 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.quick_save_game()
game_saved.emit()
func quick_load() -> 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
# TODO: Don't reset world if quicksave not found
EntityManager.reset_world.emit()
save_level_data_component.quick_load_game()
game_loaded.emit()