📝 Added documentation
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@@ -2,6 +2,8 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
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/// <summary>
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/// Defines the behaviour of Nodes that have fields that should save / load to disk.
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/// When implementing new Saveable objects, please beware: Please check if object instances need to be identified separately.
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/// If so, make sure to give them a proper ID. You can use the <see cref="SaveIDProvider"/> tool for that.
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/// </summary>
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public interface ISaveable
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{
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@@ -4,9 +4,16 @@ using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.Savegame;
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/// <summary>
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/// And editor tool that lives in the scene scope and iterates over saveable nodes and assigns them unique IDs where necessary.
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/// It only works if the object (prefab) in question has been added to the "Saveable"-group beforehand.
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/// </summary>
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[Tool]
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public partial class SaveIDProviderTool : Node
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{
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/// <summary>
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/// Creates an inspector button that calls the AssignIDs method.
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/// </summary>
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[ExportToolButton("Assign IDs")] private Callable assignIDs => Callable.From(AssignIDs);
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private void AssignIDs()
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@@ -15,7 +22,6 @@ public partial class SaveIDProviderTool : Node
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foreach (var node in saveables)
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{
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GD.Print($"Checking {node.Name}.");
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GD.Print($"Node has Meta SaveID: {node.HasMeta("SaveID")} and it's: " + node.GetMeta("SaveID").AsString());
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if (!node.HasMeta("SaveID") || string.IsNullOrEmpty(node.GetMeta("SaveID").AsString()))
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{
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string saveID = Guid.NewGuid().ToString();
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