refactoring save_game
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@@ -9,7 +9,6 @@ var unlocked_collectibles_ids: Array[String] = []
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var saved_photos: Array[String] = []
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func _ready() -> void:
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add_to_group("Saveable")
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load_save_data()
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func unlock_collectible(collectible_id: String) -> void:
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@@ -17,6 +16,7 @@ func unlock_collectible(collectible_id: String) -> void:
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var new_collectible = get_collectible_by_id(collectible_id)
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if new_collectible:
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unlocked_collectibles_ids.append(collectible_id)
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sync_save_data()
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on_collectible_unlocked.emit(collectible_id)
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func get_collectible_by_id(id: String) -> CollectibleResource:
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@@ -43,28 +43,18 @@ func save_photo_to_disk_async() -> void:
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image.save_png(file_path)
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saved_photos.append(file_path)
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sync_save_data()
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on_photo_saved.emit(file_path)
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func get_save_data() -> Dictionary:
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return {
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"unlocked_collectibles_ids": unlocked_collectibles_ids,
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"saved_photos": saved_photos
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}
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func sync_save_data() -> void:
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GameState.save_data.unlocked_collectibles_ids = unlocked_collectibles_ids.duplicate()
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GameState.save_data.saved_photos = saved_photos.duplicate()
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func load_save_data() -> void:
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var my_path = str(get_path())
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if GameState.save_data.has(my_path):
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var data = GameState.save_data[my_path]
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if data.has("unlocked_collectibles_ids"):
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var loaded_ids = data["unlocked_collectibles_ids"]
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unlocked_collectibles_ids.clear()
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for id in loaded_ids:
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unlocked_collectibles_ids.append(str(id))
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if data.has("saved_photos"):
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var loaded_photos = data["saved_photos"]
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saved_photos.clear()
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for photo in loaded_photos:
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saved_photos.append(str(photo))
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else:
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unlocked_collectibles_ids = GameState.save_data.unlocked_collectibles_ids.duplicate()
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saved_photos = GameState.save_data.saved_photos.duplicate()
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if unlocked_collectibles_ids.is_empty() and saved_photos.is_empty():
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unlocked_collectibles_ids.append("cane")
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sync_save_data()
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