🚧 implemented interaction area loading

This commit is contained in:
2025-11-23 22:25:59 +01:00
parent fda2b95b38
commit bee6249c6f
3 changed files with 66 additions and 15 deletions
@@ -1,18 +1,18 @@
using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Common.Services;
using Babushka.scripts.CSharp.Low_Code.Variables;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
[Tool]
public partial class InteractionArea2D : Node2D, ISaveable
{
[ExportGroup("Persistence")]
[Export] public string SaveId = "";
[Export] private VariableNode _sceneID;
[Export] public VariableResource _sceneKeyProvider;
[Export] public Babushka.scripts.CSharp.Low_Code.Variables.VariableResource _sceneKeyProvider;
[Export] private string _saveId;
[ExportGroup("Settings")]
[Export] private Area2D _area;
@@ -48,9 +48,10 @@ public partial class InteractionArea2D : Node2D, ISaveable
{
_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
}
LoadFromSaveData();
}
public void OnPlayerEntered(Node2D player)
{
if (!_active || !InputService.Instance.InputEnabled)
@@ -113,12 +114,18 @@ public partial class InteractionArea2D : Node2D, ISaveable
}
}
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
_interactionCounter++;
Interact();
UpdateSaveData();
}
}
private void Interact()
{
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
_interactionCounter++;
}
public void SetSpriteActiveState(bool success, int id) // TODO: remove
{
if (!_active)
@@ -137,18 +144,31 @@ public partial class InteractionArea2D : Node2D, ISaveable
{
var payloadData = new Dictionary<string, Variant>
{
{ "interaction counter", _interactionCounter }
{ "interaction_counter", _interactionCounter }
};
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), SaveId + _sceneID.Payload.AsString(), payloadData);
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), _saveId, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _sceneID.Payload.AsString();
var id = _saveId;
int counter = 0;
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
if (save.TryGetValue("interaction_counter", out Variant interactionCounterVar))
{
counter = interactionCounterVar.AsInt32();
}
}
for (int i = 0; i < counter; i++)
{
Interact();
}
}
#endregion