Savesystem rework
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@@ -185,10 +185,6 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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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 = _sceneKeyProvider.Payload.AsString();
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saveData.Id = SaveId + _fieldIndex.Payload.AsString();
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var payloadData = new Dictionary<string, Variant>
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{
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{ "field_state", (int)FieldState }
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@@ -206,20 +202,15 @@ public partial class FieldBehaviour2D : Sprite2D, ISaveable
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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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SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), SaveId + _fieldIndex.Payload.AsString(), payloadData);
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}
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public void LoadFromSaveData()
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{
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var sceneName = _sceneKeyProvider.Payload.AsString();
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var id = SaveId + _fieldIndex.Payload.AsString();
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string jsonPayload = SavegameService.GetSaveData(sceneName, id);
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if (string.IsNullOrEmpty(jsonPayload))
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return;
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Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
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Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
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if (save.Count > 0)
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{
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