bcirpggithubmirror/Phase2/Godot_GameCode/MainMenu/GodotUserInterface_Luke/SaveSystem/SceneSaveSystem.gd

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extends Node
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
const SaveGame = preload('res://SaveSystem/GameSave.gd')
var SAVE_FOLDER : String = "res://SaveSystem/SaveLocations"
var SAVE_NAME_TEMPLATE : String = "save_%03D.tres"
func save(id : int):
"""
Passes a save game resource to all nodes to save data from and writes it to the disk
Modfied from GDQuest's Godot Lesson Found Here: https://www.youtube.com/watch?v=ML-hiNytIqE
"""
var save_game := SaveGame.new()
save_game.game_version = ProjectSettings.get_setting("application/config/version")
for node in get_tree().get_nodes_in_group('save'):
node.save(save_game)
var directory : Directory = Directory.new()
if not directory.dir.exists(SAVE_FOLDER):
directory.make_dir_recursive(SAVE_FOLDER)
var save_path = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
var error : int = ResourceSaver.save(save_path, save_game)
if error != OK:
print('There was an issue writing the save %s to %s' % [id, save_path])
func load(id : int):
var save_file_path : String = SAVE_FOLDER.plus_file(SAVE_NAME_TEMPLATE % id)
var file : File = File.new()
if not file.file_exists(save_file_path):
print("Save file %s doesn't exist" % save_file_path)
return
var save_game : Resource = load(save_file_path)
for node in get_tree().get_nodes_in_group('save'):
node.load(save_game)