Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

This commit is contained in:
2025-08-12 13:12:16 +02:00
parent dfa8a17ba1
commit bf11d6a9cb
12 changed files with 399 additions and 6 deletions

View File

@@ -1,5 +1,6 @@
using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
@@ -8,22 +9,28 @@ public partial class SaveSystem : Node
[Export] public string SavePath { get; set; } = "user://savegame.save";
[Export] public int Version { get; set; } = 1;
//private GM _gm;
private GameManager _gameManager;
public override void _Ready()
{
//_gm = GetNode<GM>("/root/GameManager");
_gameManager = GetNode<GameManager>("/root/GameManager");
}
public void SaveGame()
{
//TODO: Implement saving logic
var saveData = new Dictionary
{
{ "player_state", _gameManager.PlayerState},
{ "version", Version}
};
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreVar(saveData);
GD.Print("Game state saved to: ", SavePath);
}
public bool LoadGame()
{
//TODO: Implement loading logic
if (!FileAccess.FileExists(SavePath))
return false;
@@ -38,7 +45,15 @@ public partial class SaveSystem : Node
GD.Print("Game state loaded from: ", SavePath);
GD.Print("Player state: ", saveDataObj["player_state"]);
_gameManager.PlayerState = (Dictionary)saveDataObj["player_state"];
var skills = new Array<SkillData>();
foreach (var skill in (Array<SkillData>)_gameManager.PlayerState["unlocked_skills"])
{
skills.Add(skill);
}
_gameManager.UnlockSkills(skills);
return true;
}