working intermediate state of the save system

This commit is contained in:
2025-11-21 17:27:46 +01:00
parent 2a4425b9db
commit 2947011a1a
6 changed files with 33 additions and 2 deletions
@@ -216,6 +216,9 @@ public partial class FieldBehaviour2D : Sprite2D
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
if (string.IsNullOrEmpty(jsonPayload))
return;
Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
if (save.Count > 0)
@@ -206,6 +206,9 @@ public partial class InventoryInstance : Node
var sceneName = SCENE_NAME;
var id = ID;
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
if (string.IsNullOrEmpty(jsonPayload))
return;
Godot.Collections.Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
if (save.Count > 0)
@@ -0,0 +1,15 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
[Tool]
public partial class SaveCheats : Node
{
[ExportToolButton("ResetSave")] Callable _raiseAction => Callable.From(Reset);
public void Reset()
{
SavegameService.Reset();
}
}
@@ -0,0 +1 @@
uid://iquhbkr7pqeg
@@ -94,4 +94,10 @@ public static class SavegameService
_loaded = true;
}
public static void Reset()
{
SaveDatas = new ();
Save();
}
}