watering can fillstate is saving and loading

This commit is contained in:
2025-12-03 17:04:38 +01:00
parent c288af296c
commit 0ecae5a4d9
6 changed files with 109 additions and 34 deletions
@@ -1,7 +1,5 @@
using System;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.Farming;
@@ -0,0 +1,33 @@
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
public partial class WateringCanSaveHelper : Node
{
[Export] private SaveableVariableNode _wateringCanFillStateNode;
public override void _EnterTree()
{
WateringCanState.OnFill += SetFillState;
WateringCanState.OnWater += SetFillState;
}
public override void _ExitTree()
{
WateringCanState.OnFill -= SetFillState;
WateringCanState.OnWater -= SetFillState;
}
public void SetFillState()
{
_wateringCanFillStateNode.Payload = WateringCanState.GetFillState();
}
private void OnLoad()
{
WateringCanState.SetFillState(_wateringCanFillStateNode.Payload.AsInt32());
}
}
@@ -0,0 +1 @@
uid://dj1qjambsa4pg
@@ -29,6 +29,7 @@ public static class WateringCanState
public delegate void WateringCanDelegate(bool state);
public static event WateringCanDelegate WateringCanActiveStateChanged;
public static event Action? OnWater;
public static event Action? OnFill;
@@ -38,6 +39,7 @@ public static class WateringCanState
public static void Fill()
{
_fillstate = MAX_FILLSTATE;
OnFill?.Invoke();
}
/// <summary>
@@ -69,6 +71,15 @@ public static class WateringCanState
return _fillstate;
}
/// <summary>
/// Public setter. Used for saving and loading.
/// </summary>
/// <param name="fillstate"></param>
public static void SetFillState(int fillstate)
{
_fillstate = fillstate;
}
/// <summary>
/// Sets the Active state of the watering can, i.e. if it is currently in hand and if the ui should be active.
/// </summary>
@@ -1,4 +1,3 @@
using Babushka.scripts.CSharp.Common.Inventory;
using Babushka.scripts.CSharp.Common.Savegame;
using Godot;
using Godot.Collections;
@@ -9,6 +8,9 @@ public partial class SaveableVariableNode : VariableNode, ISaveable
{
[Export] private bool _debug;
[Signal]
public delegate void OnLoadingCompleteEventHandler();
public override void _EnterTree()
{
LoadFromSaveData();
@@ -60,5 +62,7 @@ public partial class SaveableVariableNode : VariableNode, ISaveable
GD.Print($"SaveableVariable {Name} loaded payload: {Payload}.");
}
}
EmitSignal(SignalName.OnLoadingComplete);
}
}