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3 Commits
4ed6f4e7d9
...
bee6249c6f
| Author | SHA1 | Date | |
|---|---|---|---|
| bee6249c6f | |||
| fda2b95b38 | |||
| 4bbaab1a2a |
@@ -160,9 +160,11 @@ libraries = {
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&"": SubResource("AnimationLibrary_54k4r")
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}
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[node name="InteractionArea" parent="." node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("15_uo3dh")]
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[node name="InteractionArea" parent="." instance=ExtResource("15_uo3dh")]
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position = Vector2(18, -250)
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_spritesToOutline = [NodePath("../Duck rendered")]
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_sceneKeyProvider = null
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_saveId = "f99549a9-c97e-45a4-b3c9-4bac23fe6fe7"
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_outlineMaterial = null
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[node name="CollisionShape3D" parent="InteractionArea/Area2D" index="0"]
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shape = SubResource("CircleShape2D_uo3dh")
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=117 format=3 uid="uid://gigb28qk8t12"]
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[gd_scene load_steps=121 format=3 uid="uid://gigb28qk8t12"]
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[ext_resource type="PackedScene" uid="uid://c25udixd5m6l0" path="res://prefabs/characters/Player2D.tscn" id="1_7wfwe"]
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[ext_resource type="Texture2D" uid="uid://8sr11ex30n0m" path="res://art/mockups/Kenney_Backgrounds/Samples/uncolored_hills.png" id="2_7b2ri"]
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@@ -236,6 +236,20 @@ shader_parameter/value_mult = 1.0
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shader_parameter/brightness_add = 0.0
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shader_parameter/contrast_mult = 1.0
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[sub_resource type="CircleShape2D" id="CircleShape2D_065st"]
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resource_local_to_scene = true
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radius = 200.0
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[sub_resource type="ViewportTexture" id="ViewportTexture_w1kgo"]
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viewport_path = NodePath("SubViewport")
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[sub_resource type="CircleShape2D" id="CircleShape2D_w1kgo"]
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resource_local_to_scene = true
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radius = 200.0
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[sub_resource type="ViewportTexture" id="ViewportTexture_q1g8e"]
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viewport_path = NodePath("SubViewport")
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[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ceriq"]
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loop = false
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stream_count = 1
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@@ -2243,7 +2257,6 @@ position = Vector2(-113.561, 193.035)
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shape = SubResource("RectangleShape2D_2vojv")
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[node name="ducks" type="Node2D" parent="YSorted"]
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visible = false
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z_index = 1
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y_sort_enabled = true
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script = ExtResource("49_uxa2m")
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@@ -2255,12 +2268,24 @@ y_sort_enabled = false
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position = Vector2(4374, 2652)
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_penTarget = NodePath("../../pen/penSlot1")
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[node name="CollisionShape3D" parent="YSorted/ducks/Duck2/InteractionArea/Area2D" index="0"]
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shape = SubResource("CircleShape2D_065st")
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[node name="Duck rendered" parent="YSorted/ducks/Duck2" index="3"]
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texture = SubResource("ViewportTexture_w1kgo")
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[node name="Duck3" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
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z_index = 0
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y_sort_enabled = false
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position = Vector2(9259, 3194)
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_penTarget = NodePath("../../pen/penSlot2")
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[node name="CollisionShape3D" parent="YSorted/ducks/Duck3/InteractionArea/Area2D" index="0"]
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shape = SubResource("CircleShape2D_w1kgo")
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[node name="Duck rendered" parent="YSorted/ducks/Duck3" index="3"]
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texture = SubResource("ViewportTexture_q1g8e")
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[node name="Duck4" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
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z_index = 0
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y_sort_enabled = false
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@@ -2544,6 +2569,10 @@ script = ExtResource("79_065st")
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[editable path="YSorted/SeedPickup2"]
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[editable path="YSorted/SeedPickup2/PickupInteractionArea"]
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[editable path="YSorted/Blocker/InteractionArea"]
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[editable path="YSorted/ducks/Duck2"]
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[editable path="YSorted/ducks/Duck2/InteractionArea"]
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[editable path="YSorted/ducks/Duck3"]
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[editable path="YSorted/ducks/Duck3/InteractionArea"]
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[editable path="YSorted/trash/trashObject2"]
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[editable path="YSorted/trash/trashObject3"]
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[editable path="YSorted/trash/trashObject4"]
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@@ -1,13 +1,20 @@
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using System;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Savegame;
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using Babushka.scripts.CSharp.Common.Services;
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using Godot;
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using Godot.Collections;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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public partial class InteractionArea2D : Node2D
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[Tool]
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public partial class InteractionArea2D : Node2D, ISaveable
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{
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[ExportGroup("Persistence")]
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[Export] public Babushka.scripts.CSharp.Low_Code.Variables.VariableResource _sceneKeyProvider;
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[Export] private string _saveId;
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[ExportGroup("Settings")]
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[Export] private Area2D _area;
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[Export] private Label _label;
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[Export] private bool _active = true;
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@@ -18,6 +25,7 @@ public partial class InteractionArea2D : Node2D
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[Export] private int _id = -1; // TODO: remove
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private Material[] _backupMaterials;
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private int _interactionCounter;
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[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
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@@ -40,9 +48,10 @@ public partial class InteractionArea2D : Node2D
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{
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_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
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}
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LoadFromSaveData();
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}
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public void OnPlayerEntered(Node2D player)
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{
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if (!_active || !InputService.Instance.InputEnabled)
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@@ -105,11 +114,18 @@ public partial class InteractionArea2D : Node2D
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}
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}
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EmitSignal(SignalName.InteractedTool, _id);
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EmitSignal(SignalName.Interacted);
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Interact();
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UpdateSaveData();
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}
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}
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private void Interact()
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{
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EmitSignal(SignalName.InteractedTool, _id);
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EmitSignal(SignalName.Interacted);
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_interactionCounter++;
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}
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public void SetSpriteActiveState(bool success, int id) // TODO: remove
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{
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if (!_active)
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@@ -121,4 +137,39 @@ public partial class InteractionArea2D : Node2D
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_active = !_active;
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_label.Hide();
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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 payloadData = new Dictionary<string, Variant>
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{
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{ "interaction_counter", _interactionCounter }
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};
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SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), _saveId, 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;
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int counter = 0;
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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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if (save.TryGetValue("interaction_counter", out Variant interactionCounterVar))
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{
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counter = interactionCounterVar.AsInt32();
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}
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}
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for (int i = 0; i < counter; i++)
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{
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Interact();
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}
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}
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#endregion
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}
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@@ -13,7 +13,7 @@ namespace Babushka.scripts.CSharp.Common.Farming;
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/// Defines the behaviour of the field, i.e. interactions, states and effects.
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/// </summary>
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[GlobalClass]
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public partial class FieldBehaviour2D : Sprite2D
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public partial class FieldBehaviour2D : Sprite2D, ISaveable
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{
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[ExportGroup("Persistence")]
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[Export] public string SaveId = "";
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@@ -185,10 +185,6 @@ public partial class FieldBehaviour2D : Sprite2D
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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
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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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@@ -7,7 +7,7 @@ using Babushka.scripts.CSharp.Common.Savegame;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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public partial class InventoryInstance : Node
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public partial class InventoryInstance : Node, ISaveable
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{
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private List<InventorySlot> _slots = new();
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public IReadOnlyList<InventorySlot> Slots => _slots;
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@@ -178,10 +178,6 @@ public partial class InventoryInstance : Node
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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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@@ -196,20 +192,15 @@ public partial class InventoryInstance : Node
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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(SCENE_NAME, ID, payloadData);
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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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if (string.IsNullOrEmpty(jsonPayload))
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return;
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Godot.Collections.Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
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Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
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if (save.Count > 0)
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{
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@@ -0,0 +1,17 @@
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namespace Babushka.scripts.CSharp.Common.Savegame;
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/// <summary>
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/// Defines the behaviour of Nodes that have fields that should save / load to disk.
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/// </summary>
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public interface ISaveable
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{
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/// <summary>
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/// Adds or updates the field data that shall be stored to disk.
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/// </summary>
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public void UpdateSaveData();
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/// <summary>
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/// Loads the field data from disk.
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/// </summary>
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public void LoadFromSaveData();
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}
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@@ -0,0 +1 @@
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uid://bqapxuprxuj20
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@@ -18,13 +18,23 @@ public static class SavegameService
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public static Dictionary<string, string> SaveDatas = new ();
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public static bool _loaded = false;
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public static void AppendDataToSave(string scenename, string id, Dictionary<string, Variant> payload)
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{
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var saveData = new SaveData();
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saveData.SceneName = scenename;
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saveData.Id = id;
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saveData.JsonPayload = Json.Stringify(payload, indent: "\t");
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AppendSave(saveData);
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}
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/// <summary>
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/// Adds or overwrites an entry in the SaveData dictionary.
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/// </summary>
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/// <param name="saveData"></param>
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public static void AppendSave(SaveData saveData)
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private static void AppendSave(SaveData saveData)
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{
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string key = string.Concat(saveData.SceneName, "_", saveData.Id);
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@@ -46,21 +56,23 @@ public static class SavegameService
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/// <param name="sceneName"></param>
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/// <param name="id"></param>
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/// <returns></returns>
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public static string GetSaveData(string sceneName, string id)
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public static Dictionary<string, Variant> GetSaveData(string sceneName, string id)
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{
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string saveData = "";
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Dictionary<string, Variant> saveData = new();
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string key = string.Concat(sceneName, "_", id);
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string saveDataString = "";
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if (!_loaded)
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{
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GD.Print("SavegameService: SaveFile not loaded.");
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return saveData;
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}
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if (SaveDatas.ContainsKey(key))
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{
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saveData = SaveDatas[key];
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saveDataString = SaveDatas[key];
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saveData = Json.ParseString(saveDataString).AsGodotDictionary<string, Variant>();
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}
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return saveData;
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Reference in New Issue
Block a user