✨ Added Save and load support to the inventory
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@@ -3,9 +3,7 @@ using System;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Farming;
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using Babushka.scripts.CSharp.Common.Savegame;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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@@ -48,6 +46,19 @@ public partial class InventoryInstance : Node
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}
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}
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public override void _EnterTree()
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{
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LoadFromSaveData();
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InventoryContentsChanged += UpdateSaveData;
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SlotAmountChanged += UpdateSaveData;
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}
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public override void _ExitTree()
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{
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InventoryContentsChanged -= UpdateSaveData;
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SlotAmountChanged -= UpdateSaveData;
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}
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public InventoryActionResult AddItem(ItemInstance newItem)
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{
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var result = AddItemAndStackRecursive(newItem, 0);
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@@ -201,9 +212,14 @@ public partial class InventoryInstance : Node
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{
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for (int i = 0; i < _slots.Count; i++)
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{
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if (save.TryGetValue(i.ToString(), out Variant inventoryItem))
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if (save.TryGetValue(i.ToString(), out Variant inventoryItemData))
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{
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// todo: we have the resource paths and amounts, but how do we get to ItemResources and ItemInstances?
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string[] savePayload = inventoryItemData.AsStringArray();
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ItemResource resource = ResourceLoader.Load<ItemResource>(savePayload[0]);
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int _amount = int.Parse(savePayload[1]);
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ItemInstance instance = new ItemInstance { blueprint = resource, amount = _amount };
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AddItem(instance);
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}
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}
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}
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@@ -23,7 +23,7 @@ public partial class InventoryManager : Node
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}
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}
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public InventoryInstance playerInventory = new InventoryInstance();
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public InventoryInstance? playerInventory;
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private int _currentSelectedSlotIndex = 0;
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@@ -34,7 +34,9 @@ public partial class InventoryManager : Node
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public override void _Ready()
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{
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playerInventory = new InventoryInstance();
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playerInventory.SlotAmount = 37;
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AddChild(playerInventory);
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}
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public InventoryActionResult CreateItem(
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