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3 Commits

8 changed files with 132 additions and 38 deletions
+4 -2
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@@ -160,9 +160,11 @@ libraries = {
&"": SubResource("AnimationLibrary_54k4r")
}
[node name="InteractionArea" parent="." node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("15_uo3dh")]
[node name="InteractionArea" parent="." instance=ExtResource("15_uo3dh")]
position = Vector2(18, -250)
_spritesToOutline = [NodePath("../Duck rendered")]
_sceneKeyProvider = null
_saveId = "f99549a9-c97e-45a4-b3c9-4bac23fe6fe7"
_outlineMaterial = null
[node name="CollisionShape3D" parent="InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_uo3dh")
+31 -2
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=117 format=3 uid="uid://gigb28qk8t12"]
[gd_scene load_steps=121 format=3 uid="uid://gigb28qk8t12"]
[ext_resource type="PackedScene" uid="uid://c25udixd5m6l0" path="res://prefabs/characters/Player2D.tscn" id="1_7wfwe"]
[ext_resource type="Texture2D" uid="uid://8sr11ex30n0m" path="res://art/mockups/Kenney_Backgrounds/Samples/uncolored_hills.png" id="2_7b2ri"]
@@ -236,6 +236,20 @@ shader_parameter/value_mult = 1.0
shader_parameter/brightness_add = 0.0
shader_parameter/contrast_mult = 1.0
[sub_resource type="CircleShape2D" id="CircleShape2D_065st"]
resource_local_to_scene = true
radius = 200.0
[sub_resource type="ViewportTexture" id="ViewportTexture_w1kgo"]
viewport_path = NodePath("SubViewport")
[sub_resource type="CircleShape2D" id="CircleShape2D_w1kgo"]
resource_local_to_scene = true
radius = 200.0
[sub_resource type="ViewportTexture" id="ViewportTexture_q1g8e"]
viewport_path = NodePath("SubViewport")
[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ceriq"]
loop = false
stream_count = 1
@@ -2243,7 +2257,6 @@ position = Vector2(-113.561, 193.035)
shape = SubResource("RectangleShape2D_2vojv")
[node name="ducks" type="Node2D" parent="YSorted"]
visible = false
z_index = 1
y_sort_enabled = true
script = ExtResource("49_uxa2m")
@@ -2255,12 +2268,24 @@ y_sort_enabled = false
position = Vector2(4374, 2652)
_penTarget = NodePath("../../pen/penSlot1")
[node name="CollisionShape3D" parent="YSorted/ducks/Duck2/InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_065st")
[node name="Duck rendered" parent="YSorted/ducks/Duck2" index="3"]
texture = SubResource("ViewportTexture_w1kgo")
[node name="Duck3" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
z_index = 0
y_sort_enabled = false
position = Vector2(9259, 3194)
_penTarget = NodePath("../../pen/penSlot2")
[node name="CollisionShape3D" parent="YSorted/ducks/Duck3/InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_w1kgo")
[node name="Duck rendered" parent="YSorted/ducks/Duck3" index="3"]
texture = SubResource("ViewportTexture_q1g8e")
[node name="Duck4" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
z_index = 0
y_sort_enabled = false
@@ -2544,6 +2569,10 @@ script = ExtResource("79_065st")
[editable path="YSorted/SeedPickup2"]
[editable path="YSorted/SeedPickup2/PickupInteractionArea"]
[editable path="YSorted/Blocker/InteractionArea"]
[editable path="YSorted/ducks/Duck2"]
[editable path="YSorted/ducks/Duck2/InteractionArea"]
[editable path="YSorted/ducks/Duck3"]
[editable path="YSorted/ducks/Duck3/InteractionArea"]
[editable path="YSorted/trash/trashObject2"]
[editable path="YSorted/trash/trashObject3"]
[editable path="YSorted/trash/trashObject4"]
@@ -1,13 +1,20 @@
using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea2D : Node2D
[Tool]
public partial class InteractionArea2D : Node2D, ISaveable
{
[ExportGroup("Persistence")]
[Export] public Babushka.scripts.CSharp.Low_Code.Variables.VariableResource _sceneKeyProvider;
[Export] private string _saveId;
[ExportGroup("Settings")]
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private bool _active = true;
@@ -18,6 +25,7 @@ public partial class InteractionArea2D : Node2D
[Export] private int _id = -1; // TODO: remove
private Material[] _backupMaterials;
private int _interactionCounter;
[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
@@ -40,9 +48,10 @@ public partial class InteractionArea2D : Node2D
{
_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
}
LoadFromSaveData();
}
public void OnPlayerEntered(Node2D player)
{
if (!_active || !InputService.Instance.InputEnabled)
@@ -105,11 +114,18 @@ public partial class InteractionArea2D : Node2D
}
}
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
Interact();
UpdateSaveData();
}
}
private void Interact()
{
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
_interactionCounter++;
}
public void SetSpriteActiveState(bool success, int id) // TODO: remove
{
if (!_active)
@@ -121,4 +137,39 @@ public partial class InteractionArea2D : Node2D
_active = !_active;
_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
}
@@ -13,7 +13,7 @@ namespace Babushka.scripts.CSharp.Common.Farming;
/// Defines the behaviour of the field, i.e. interactions, states and effects.
/// </summary>
[GlobalClass]
public partial class FieldBehaviour2D : Sprite2D
public partial class FieldBehaviour2D : Sprite2D, ISaveable
{
[ExportGroup("Persistence")]
[Export] public string SaveId = "";
@@ -185,10 +185,6 @@ public partial class FieldBehaviour2D : Sprite2D
public void UpdateSaveData()
{
var saveData = new SaveData();
saveData.SceneName = _sceneKeyProvider.Payload.AsString();
saveData.Id = SaveId + _fieldIndex.Payload.AsString();
var payloadData = new Dictionary<string, Variant>
{
{ "field_state", (int)FieldState }
@@ -206,20 +202,15 @@ public partial class FieldBehaviour2D : Sprite2D
);
}
saveData.JsonPayload = Json.Stringify(payloadData, indent: "\t");
SavegameService.AppendSave(saveData);
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), SaveId + _fieldIndex.Payload.AsString(), payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
if (string.IsNullOrEmpty(jsonPayload))
return;
Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
@@ -7,7 +7,7 @@ using Babushka.scripts.CSharp.Common.Savegame;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryInstance : Node
public partial class InventoryInstance : Node, ISaveable
{
private List<InventorySlot> _slots = new();
public IReadOnlyList<InventorySlot> Slots => _slots;
@@ -178,10 +178,6 @@ public partial class InventoryInstance : Node
public void UpdateSaveData()
{
var saveData = new SaveData();
saveData.SceneName = SCENE_NAME;
saveData.Id = ID;
var payloadData = new Godot.Collections.Dictionary<string, Variant>();
for (int i = 0; i < _slots.Count; i++)
@@ -196,20 +192,15 @@ public partial class InventoryInstance : Node
}
}
saveData.JsonPayload = Json.Stringify(payloadData, indent: "\t");
SavegameService.AppendSave(saveData);
SavegameService.AppendDataToSave(SCENE_NAME, ID, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = SCENE_NAME;
var id = ID;
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
if (string.IsNullOrEmpty(jsonPayload))
return;
Godot.Collections.Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
@@ -0,0 +1,17 @@
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// Defines the behaviour of Nodes that have fields that should save / load to disk.
/// </summary>
public interface ISaveable
{
/// <summary>
/// Adds or updates the field data that shall be stored to disk.
/// </summary>
public void UpdateSaveData();
/// <summary>
/// Loads the field data from disk.
/// </summary>
public void LoadFromSaveData();
}
@@ -0,0 +1 @@
uid://bqapxuprxuj20
@@ -18,13 +18,23 @@ public static class SavegameService
public static Dictionary<string, string> SaveDatas = new ();
public static bool _loaded = false;
public static void AppendDataToSave(string scenename, string id, Dictionary<string, Variant> payload)
{
var saveData = new SaveData();
saveData.SceneName = scenename;
saveData.Id = id;
saveData.JsonPayload = Json.Stringify(payload, indent: "\t");
AppendSave(saveData);
}
/// <summary>
/// Adds or overwrites an entry in the SaveData dictionary.
/// </summary>
/// <param name="saveData"></param>
public static void AppendSave(SaveData saveData)
private static void AppendSave(SaveData saveData)
{
string key = string.Concat(saveData.SceneName, "_", saveData.Id);
@@ -46,21 +56,23 @@ public static class SavegameService
/// <param name="sceneName"></param>
/// <param name="id"></param>
/// <returns></returns>
public static string GetSaveData(string sceneName, string id)
public static Dictionary<string, Variant> GetSaveData(string sceneName, string id)
{
string saveData = "";
Dictionary<string, Variant> saveData = new();
string key = string.Concat(sceneName, "_", id);
string saveDataString = "";
if (!_loaded)
{
GD.Print("SavegameService: SaveFile not loaded.");
return saveData;
}
if (SaveDatas.ContainsKey(key))
{
saveData = SaveDatas[key];
saveDataString = SaveDatas[key];
saveData = Json.ParseString(saveDataString).AsGodotDictionary<string, Variant>();
}
return saveData;