:feature: implemented saving and loading for ducks, 🔥 removed save implementation from interactionArea

This commit is contained in:
2025-11-25 13:33:53 +01:00
parent c68727aebe
commit c695115a4a
8 changed files with 123 additions and 68 deletions
@@ -1,19 +1,11 @@
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;
public partial class InteractionArea2D : Node2D, ISaveable
public partial class InteractionArea2D : Node2D
{
[ExportGroup("Persistence")]
[Export] public VariableResource _sceneKeyProvider;
[Export] private string _saveId = ""; // todo: find good default / generated solution
//todo: rewire broken instances in scenes
[ExportGroup("Settings")]
[Export] private Area2D _area;
[Export] private Label _label;
@@ -48,15 +40,6 @@ public partial class InteractionArea2D : Node2D, ISaveable
{
_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
}
// bad solution for interaction areas, because they are all named the same.
// option (equally bad) 1: take grandparent's name (could be null though)
// option 2 (also bad): Write Identity Provider class that uses, checks and assigns GUIDs for this purpose.
if (string.IsNullOrEmpty(_saveId))
{
_saveId = Name;
}
LoadFromSaveData();
}
public void OnPlayerEntered(Node2D player)
@@ -120,9 +103,7 @@ public partial class InteractionArea2D : Node2D, ISaveable
sprite.Material = _backupMaterials[i];
}
}
Interact();
UpdateSaveData();
}
}
@@ -145,38 +126,4 @@ public partial class InteractionArea2D : Node2D, ISaveable
_label.Hide();
}
#region SAVE AND LOAD
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "interaction_counter", _interactionCounter }
};
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), _saveId, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.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
}