Implemented Loading function on fields and plants

This commit is contained in:
2025-11-15 22:15:02 +01:00
parent 3fcb34c04d
commit 6613e54658
11 changed files with 143 additions and 24 deletions
@@ -73,7 +73,7 @@ public partial class FieldBehaviour2D : Sprite2D
public override void _Ready()
{
LoadFromSaveData();
if(PlantingPlaceholder.GetChildCount() > 0)
_currentPlant = PlantingPlaceholder.GetChild<PlantBehaviour2D>(0);
UpdateFieldState(FieldState);
@@ -159,17 +159,7 @@ public partial class FieldBehaviour2D : Sprite2D
if (!string.IsNullOrEmpty(plantPrefabPath))
{
PackedScene prefab = ResourceLoader.Load<PackedScene>(plantPrefabPath, nameof(PackedScene));
Node2D plant2d = prefab.Instantiate<Node2D>();
PlantingPlaceholder.AddChild(plant2d);
plant2d.GlobalPosition = PlantingPlaceholder.GlobalPosition;
_currentPlant = plant2d as PlantBehaviour2D;
if (_currentPlant != null)
{
_currentPlant.Field = this;
}
PlantPrefab(plantPrefabPath);
InventoryManager.Instance.playerInventory.RemoveItem(currentSlotIndex);
success = true;
}
@@ -177,6 +167,21 @@ public partial class FieldBehaviour2D : Sprite2D
return success;
}
private void PlantPrefab(string prefabPath)
{
PackedScene prefab = ResourceLoader.Load<PackedScene>(prefabPath, nameof(PackedScene));
Node2D plant2d = prefab.Instantiate<Node2D>();
PlantingPlaceholder.AddChild(plant2d);
plant2d.GlobalPosition = PlantingPlaceholder.GlobalPosition;
_currentPlant = plant2d as PlantBehaviour2D;
if (_currentPlant != null)
{
_currentPlant.Field = this;
}
}
public void UpdateSaveData()
{
@@ -206,4 +211,54 @@ public partial class FieldBehaviour2D : Sprite2D
SavegameService.AppendSave(saveData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
if (save.Count > 0)
{
if (save.TryGetValue("field_state", out Variant fieldStateVar))
{
int fieldStateInt = fieldStateVar.AsInt32();
FieldState = (FieldState) fieldStateInt;
if (fieldStateInt != 0)
{
Visible = true;
UpdateFieldState(FieldState);
}
}
if (save.TryGetValue("plant_data", out Variant plantDataVar))
{
Dictionary<string, Variant> plantDataDict = plantDataVar.AsGodotDictionary<string, Variant>();
if (plantDataDict.TryGetValue("prefab_path", out Variant prefabPathVar))
{
PlantPrefab(prefabPathVar.AsString());
}
else
{
return;
}
if (plantDataDict.TryGetValue("plant_state", out Variant plantStateVar) && _currentPlant != null)
{
_currentPlant.State = (PlantState) plantStateVar.AsInt32();
_currentPlant.GrowPlant();
}
if (plantDataDict.TryGetValue("plant_days_growing", out Variant plantDaysGrowingVar) && _currentPlant != null)
{
_currentPlant.DaysGrowing = plantDaysGrowingVar.AsInt32();
}
}
}
}
}
@@ -1,5 +1,4 @@
using System.Collections.Generic;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common.Farming;
@@ -25,7 +25,11 @@ public partial class PlantBehaviour2D : Node2D
private bool _magicWordSaid = false;
private bool _calledOnReady = false;
public PlantState State => _state;
public PlantState State
{
get => _state;
set => _state = value;
}
public int DaysGrowing { get; set; }
+1 -1
View File
@@ -5,7 +5,7 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
[Serializable]
public class SaveData
{
public string SceneName;
public string SceneName;
public string Id;
public string JsonPayload;
@@ -0,0 +1,19 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// This class manages the loading of the savegame throughout the gameplay flow.
/// </summary>
public partial class SaveGameManager : Node
{
public static SaveGameManager? Instance { get; private set; } = null!;
public override void _EnterTree()
{
Instance = this;
SavegameService.Load();
}
}
@@ -0,0 +1 @@
uid://c1srnefvhigef
@@ -1,3 +1,4 @@
using System;
using Godot;
using Godot.Collections;
using FileAccess = Godot.FileAccess;
@@ -8,7 +9,10 @@ public static class SavegameService
{
public static readonly string SavePath = "res://savegame/savegame.json";
public static Dictionary<string, Variant> SaveDatas = new ();
public static Dictionary<string, string> SaveDatas = new ();
public static bool _loaded = false;
public static void AppendSave(SaveData saveData)
{
@@ -23,12 +27,49 @@ public static class SavegameService
SaveDatas.Add(key, saveData.JsonPayload);
}
}
public static string GetSaveData(string sceneName, string id)
{
string saveData = "";
string key = string.Concat(sceneName, "_", id);
if (!_loaded)
{
GD.Print("SavegameService: SaveFile not loaded.");
return saveData;
}
if (SaveDatas.ContainsKey(key))
{
saveData = SaveDatas[key];
}
return saveData;
}
public static void Save()
{
string json = Json.Stringify(SaveDatas, indent: "\t");
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreString(json);
GD.Print($"Game saved to {file}");
}
public static void Load()
{
try
{
string saveDataJson = FileAccess.GetFileAsString(SavePath);
SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
}
catch(Exception e)
{
GD.PrintRich(e.Message);
return;
}
_loaded = true;
}
}
-1
View File
@@ -1,6 +1,5 @@
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Common.SceneManagement;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
namespace Babushka.scripts.CSharp.Common;