🚧 WIP implementing save and load for the inventory
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@@ -3,6 +3,9 @@ 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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@@ -17,6 +20,9 @@ public partial class InventoryInstance : Node
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[Signal]
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public delegate void InventoryContentsChangedEventHandler();
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private const string SCENE_NAME = "inventory";
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private const string ID = "instace";
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/// <summary>
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/// The total amount of Inventoryslots in the inventory (empty and occupied).
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/// </summary>
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@@ -156,4 +162,51 @@ public partial class InventoryInstance : Node
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{
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return items.All(HasItems);
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}
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#region SAVE AND LOAD
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public void UpdateSaveData()
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{
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var saveData = new SaveData();
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saveData.SceneName = SCENE_NAME;
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saveData.Id = ID;
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var payloadData = new Godot.Collections.Dictionary<string, Variant>();
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for (int i = 0; i < _slots.Count; i++)
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{
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if (!_slots[i].IsEmpty())
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{
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string key = i.ToString();
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string[] value = new string[2];
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value[0] = _slots[i].itemInstance.blueprint.ResourcePath;
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value[1] = _slots[i].itemInstance.amount.ToString();
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payloadData.Add(key,value);
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}
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}
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saveData.JsonPayload = Json.Stringify(payloadData, indent: "\t");
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SavegameService.AppendSave(saveData);
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}
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public void LoadFromSaveData()
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{
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var sceneName = SCENE_NAME;
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var id = ID;
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string jsonPayload = SavegameService.GetSaveData(sceneName, id);
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Godot.Collections.Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
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if (save.Count > 0)
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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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{
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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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}
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}
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}
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}
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#endregion
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}
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