class_name Main extends Node3D @onready var message_container:Control = %MessagesContainer @onready var message_textedit:TextEdit = %MessageTextEdit @onready var root_ui:RootUI = %RootUI func save_game(): var player:Player = find_child("Player", true, false) if player == null: push_error("Cannot load game: no player found!") return var save_game:SaveGame = SaveGame.new() save_game.level = root_ui.current_level_resource save_game.player_transform = player.global_transform 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) 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 var level_resource:PackedScene = load(save_game.level) root_ui.load_scene(level_resource) var player:Player = find_child("Player", true, false) if player == null: push_error("Cannot load game: no player found!") return player.global_transform = save_game.player_transform 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]) player.inventory.clear() for item in save_game.inventory: player.inventory.add_item(item) root_ui.activate_ui_panel(%GameUI)