Files
przygody-pana-cegly/Autoloads/SaveSystem.cs

61 lines
1.8 KiB
C#

using Godot;
using Godot.Collections;
using Mr.BrickAdventures.scripts.Resources;
namespace Mr.BrickAdventures.Autoloads;
public partial class SaveSystem : Node
{
[Export] public string SavePath { get; set; } = "user://savegame.save";
[Export] public int Version { get; set; } = 1;
private GameManager _gameManager;
public override void _Ready()
{
_gameManager = GetNode<GameManager>("/root/GameManager");
}
public void SaveGame()
{
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()
{
if (!FileAccess.FileExists(SavePath))
return false;
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Read);
var saveDataObj = (Dictionary)file.GetVar();
if (saveDataObj.ContainsKey("version") && (int)saveDataObj["version"] != Version)
{
GD.Print($"Save file version mismatch. Expected: {Version}, Found: {saveDataObj["version"]}");
return false;
}
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;
}
public bool CheckSaveExists() => FileAccess.FileExists(SavePath);
}