TinyAdventure/scenes/main.gd

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class_name Main
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extends Node3D
@onready var message_container:Control = %MessagesContainer
@onready var message_textedit:TextEdit = %MessageTextEdit
@onready var player = %Player
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@onready var builder_missing_tool = %BuilderMissingTool
@onready var root_ui:RootUI = %RootUI
func save_game():
var save_game:SaveGame = SaveGame.new()
save_game.player_transform = player.global_transform
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for node:Node in get_tree().get_nodes_in_group("quest_state"):
save_game.quest_states[node.name] = {}
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
save_game.quest_states[node.name][property.name] = node.get(property.name)
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for item in player.inventory.get_items():
save_game.inventory.append(item)
ResourceSaver.save(save_game, "user://savegame.tres")
root_ui.activate_ui_panel(%GameUI)
func load_game():
var save_game:SaveGame = load("user://savegame.tres") as SaveGame
player.global_transform = save_game.player_transform
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for node:Node in get_tree().get_nodes_in_group("quest_state"):
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
node.set(property.name, save_game.quest_states[node.name][property.name])
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player.inventory.clear()
for item in save_game.inventory:
player.inventory.add_item(item)
root_ui.activate_ui_panel(%GameUI)
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