Enhance save system functionality; improve game state management and session tracking

This commit is contained in:
2025-05-25 16:06:59 +02:00
parent 15c85a5aae
commit 250fb18e16
11 changed files with 92 additions and 25 deletions

View File

@@ -6,6 +6,11 @@ extends Node
@onready var game_manager: GM = $"/root/GameManager"
func has_enough_coins(amount: int) -> bool:
return game_manager and game_manager.get_coins() >= amount
func try_unlock_skill(skill_data: SkillData) -> bool:
if not game_manager:
return false
@@ -13,11 +18,11 @@ func try_unlock_skill(skill_data: SkillData) -> bool:
if game_manager.is_skill_unlocked(skill_data.name):
return false
if game_manager.get_coins() < skill_data.cost:
if not has_enough_coins(skill_data.cost):
return false
game_manager.remove_coins(skill_data.cost)
game_manager.unlock_skill(skill_data.name)
game_manager.current_session_state["unlocked_skills"].append(skill_data.name)
skill_manager.add_skill(skill_data)
return true
@@ -30,9 +35,4 @@ func unlock_all_skills() -> void:
skills.append(skill.name)
game_manager.unlock_skills(skills)
skill_manager.apply_unlocked_skills()
func _input(event: InputEvent) -> void:
if event.is_action_pressed("unlock_skills"):
unlock_all_skills()
skill_manager.apply_unlocked_skills()