Compare commits
5 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 4ed6f4e7d9 | |||
| ce29711614 | |||
| 2947011a1a | |||
| 2a4425b9db | |||
| 72079044bd |
@@ -34,6 +34,7 @@ Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
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FightWorldAutoload="*res://prefabs/fight/fight_world_autoload.tscn"
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FieldService="*res://scripts/CSharp/Common/Farming/FieldService.cs"
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SaveGameManager="*res://scripts/CSharp/Common/Savegame/SaveGameManager.cs"
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SettingsSaveController="*res://scripts/CSharp/Common/Savegame/SettingsSaveController.cs"
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[dialogic]
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@@ -1,10 +1,13 @@
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[gd_scene load_steps=2 format=3 uid="uid://bopv10dqm1knc"]
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[gd_scene load_steps=3 format=3 uid="uid://bopv10dqm1knc"]
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[ext_resource type="PackedScene" uid="uid://c6wnoif01ltld" path="res://scenes/Babushka_scene_startMenu.tscn" id="1_15ton"]
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[ext_resource type="Script" uid="uid://bbp0dyddwdbl8" path="res://scripts/CSharp/Common/Savegame/WindowSettingsSync.cs" id="2_d3jfo"]
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[node name="BabushkaSceneBootstrap" type="Node2D"]
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[node name="BabushkaSceneStartMenu" parent="." instance=ExtResource("1_15ton")]
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_sceneNamesToLoad = PackedStringArray("res://scenes/Babushka_scene_farm_outside_2d.tscn")
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[node name="SceneParent" type="Node" parent="."]
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[node name="WindowSettings" type="Node" parent="."]
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script = ExtResource("2_d3jfo")
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=116 format=3 uid="uid://gigb28qk8t12"]
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[gd_scene load_steps=117 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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@@ -38,7 +38,6 @@
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[ext_resource type="Resource" uid="uid://d1uuxp1lp4aro" path="res://resources/items/tomato_seed.tres" id="35_64mdn"]
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[ext_resource type="Texture2D" uid="uid://65e44yde224q" path="res://art/farm/Babushka_house_01.png" id="36_e5b7x"]
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[ext_resource type="Resource" uid="uid://duq7tshxv6uhp" path="res://resources/items/beet_seed.tres" id="36_fv1t2"]
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[ext_resource type="Texture2D" uid="uid://cyyxqmphcrjj" path="res://art/farm/farming/farmobjekte/tomaten/tomaten_template.png" id="36_l7ekk"]
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[ext_resource type="AudioStream" uid="uid://cfqg50am0swb7" path="res://audio/Music/Farming_90BPM_69Bars_Loop.wav" id="37_8ey8m"]
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[ext_resource type="AudioStream" uid="uid://dku1rq5cocisg" path="res://audio/Music/Farming_90BPM_69Bars.wav" id="37_di1ed"]
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[ext_resource type="Shader" uid="uid://braevmqauoek7" path="res://shader/swaying_plant.gdshader" id="37_taxvr"]
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@@ -79,6 +78,7 @@
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[ext_resource type="Script" uid="uid://dih1b0opgc3f7" path="res://scripts/GdScript/dialogic_start_specific.gd" id="77_l7ekk"]
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[ext_resource type="Resource" uid="uid://tt3d166mntmi" path="res://resources/low code/farming/var_sceneNameProvider.tres" id="77_xcwle"]
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[ext_resource type="PackedScene" uid="uid://b1d2e7ely6hyw" path="res://prefabs/farm/base_field.tscn" id="78_xcwle"]
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[ext_resource type="Script" uid="uid://iquhbkr7pqeg" path="res://scripts/CSharp/Common/Savegame/SaveCheats.cs" id="79_065st"]
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[sub_resource type="ShaderMaterial" id="ShaderMaterial_wtdui"]
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shader = ExtResource("13_7p0hq")
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@@ -2509,6 +2509,9 @@ script = ExtResource("76_l7ekk")
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_variableResource = ExtResource("77_xcwle")
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_payloadToSet = "farmOutside"
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[node name="SaveGameCheat" type="Node" parent="."]
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script = ExtResource("79_065st")
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[connection signal="FilledWateringCan" from="YSorted/Vesna" to="Audio/SFX/FillWater SFX2" method="PlayOneShot"]
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[connection signal="InteractedTool" from="YSorted/Well/InteractionArea" to="YSorted/Vesna" method="TryFillWateringCan"]
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[connection signal="SuccessfulPickUp" from="YSorted/CanGenericPickup" to="YSorted/Vesna" method="HandlePickUp"]
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@@ -216,6 +216,9 @@ public partial class FieldBehaviour2D : Sprite2D
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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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if (save.Count > 0)
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@@ -3,6 +3,7 @@ using System;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Savegame;
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namespace Babushka.scripts.CSharp.Common.Inventory;
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@@ -17,6 +18,9 @@ public partial class InventoryInstance : Node
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[Signal]
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public delegate void InventoryContentsChangedEventHandler();
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private const string SCENE_NAME = "inventory";
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private const string ID = "instace";
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/// <summary>
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/// The total amount of Inventoryslots in the inventory (empty and occupied).
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/// </summary>
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@@ -42,6 +46,19 @@ public partial class InventoryInstance : Node
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}
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}
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public override void _EnterTree()
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{
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LoadFromSaveData();
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InventoryContentsChanged += UpdateSaveData;
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SlotAmountChanged += UpdateSaveData;
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}
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public override void _ExitTree()
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{
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InventoryContentsChanged -= UpdateSaveData;
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SlotAmountChanged -= UpdateSaveData;
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}
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public InventoryActionResult AddItem(ItemInstance newItem)
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{
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var result = AddItemAndStackRecursive(newItem, 0);
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@@ -156,4 +173,59 @@ public partial class InventoryInstance : Node
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{
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return items.All(HasItems);
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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 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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{
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if (!_slots[i].IsEmpty())
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{
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string key = i.ToString();
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string[] value = new string[2];
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value[0] = _slots[i].itemInstance.blueprint.ResourcePath;
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value[1] = _slots[i].itemInstance.amount.ToString();
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payloadData.Add(key,value);
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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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}
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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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if (save.Count > 0)
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{
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for (int i = 0; i < _slots.Count; i++)
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{
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if (save.TryGetValue(i.ToString(), out Variant inventoryItemData))
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{
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string[] savePayload = inventoryItemData.AsStringArray();
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ItemResource resource = ResourceLoader.Load<ItemResource>(savePayload[0]);
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int _amount = int.Parse(savePayload[1]);
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ItemInstance instance = new ItemInstance { blueprint = resource, amount = _amount };
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AddItem(instance);
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}
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}
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}
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}
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#endregion
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}
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@@ -23,7 +23,7 @@ public partial class InventoryManager : Node
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}
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}
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public InventoryInstance playerInventory = new InventoryInstance();
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public InventoryInstance? playerInventory;
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private int _currentSelectedSlotIndex = 0;
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@@ -34,7 +34,9 @@ public partial class InventoryManager : Node
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public override void _Ready()
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{
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playerInventory = new InventoryInstance();
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playerInventory.SlotAmount = 37;
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AddChild(playerInventory);
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}
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public InventoryActionResult CreateItem(
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@@ -0,0 +1,15 @@
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using Godot;
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namespace Babushka.scripts.CSharp.Common.Savegame;
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[Tool]
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public partial class SaveCheats : Node
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{
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[ExportToolButton("ResetSave")] Callable _raiseAction => Callable.From(Reset);
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public void Reset()
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{
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SavegameService.Reset();
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}
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}
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@@ -0,0 +1 @@
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uid://iquhbkr7pqeg
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@@ -9,6 +9,15 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
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[Serializable]
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public class SaveData
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{
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// for future use in case the structure changes.
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public const int VERSION = 1;
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public int version { get; set; } = VERSION;
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public bool IsVersionValid()
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{
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return VERSION == version;
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}
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public string SceneName;
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public string Id;
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public string JsonPayload;
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@@ -7,12 +7,15 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
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/// </summary>
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public partial class SaveGameManager : Node
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{
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public static string USER_DATA_FILE_PATH = "user://save_data/userData.json";
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public static SaveGameManager? Instance { get; private set; } = null!;
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public override void _EnterTree()
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{
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Instance = this;
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USER_DATA_FILE_PATH = ProjectSettings.GlobalizePath(USER_DATA_FILE_PATH);
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SavegameService.SavePath = USER_DATA_FILE_PATH;
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SavegameService.Load();
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}
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@@ -9,10 +9,11 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
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/// Handles the saving and loading of game states.
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/// Holds the central SaveData object that serves as a temporary SaveFile.
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/// Automatically writes to disk on every scene change.
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/// Uses the Godot Json Serializer, which may implicitly convert integers to floats, so be careful when extending!
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/// </summary>
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public static class SavegameService
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{
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public static readonly string SavePath = "user://babushka_savegame.json";
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public static string SavePath = "";
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|
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public static Dictionary<string, string> SaveDatas = new ();
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@@ -72,8 +73,20 @@ public static class SavegameService
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public static void Save()
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{
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string json = Json.Stringify(SaveDatas, indent: "\t");
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
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file.StoreString(json);
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GD.Print(SavePath);
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// create cloud directory
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System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(SavePath) ?? "");
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|
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try
|
||||
{
|
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using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
|
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file.StoreString(json);
|
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}
|
||||
catch (Exception e)
|
||||
{
|
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GD.Print(e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -83,8 +96,15 @@ public static class SavegameService
|
||||
{
|
||||
try
|
||||
{
|
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if (!System.IO.File.Exists(SavePath))
|
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{
|
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SaveDatas = new();
|
||||
return;
|
||||
}
|
||||
|
||||
string saveDataJson = FileAccess.GetFileAsString(SavePath);
|
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SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
|
||||
|
||||
}
|
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catch(Exception e)
|
||||
{
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@@ -94,4 +114,10 @@ public static class SavegameService
|
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|
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_loaded = true;
|
||||
}
|
||||
|
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public static void Reset()
|
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{
|
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SaveDatas = new ();
|
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Save();
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,31 @@
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Savegame;
|
||||
|
||||
/// <summary>
|
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/// Data structure for device-specific settings that should be saved / loaded to disk.
|
||||
/// Will not be synced across devices.
|
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/// </summary>
|
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public class SettingsData
|
||||
{
|
||||
/// <summary>
|
||||
/// To be incremented (and migrated) on modification.
|
||||
/// </summary>
|
||||
public const int VERSION = 1;
|
||||
public int version { get; set; } = VERSION;
|
||||
|
||||
public bool IsVersionValid()
|
||||
{
|
||||
return VERSION == version;
|
||||
}
|
||||
|
||||
public double runtimeSeconds { get; set; }
|
||||
public int windowSizeX { get; set; } = 800;
|
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public int windowSizeY { get; set; } = 600;
|
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public int windowPositionX { get; set; } = 100;
|
||||
public int windowPositionY { get; set; } = 100;
|
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public bool windowBorderless { get; set; }
|
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public float volumeMaster { get; set; } = 1.0f;
|
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public float volumeFx { get; set; } = 1.0f;
|
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public float volumeMusic { get; set; } = 1.0f;
|
||||
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://ol8xw1ekx0c2
|
||||
@@ -0,0 +1,108 @@
|
||||
using System;
|
||||
using System.Text.Json;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Savegame;
|
||||
|
||||
/// <summary>
|
||||
/// Handles the saving and loading of local settings data.
|
||||
/// </summary>
|
||||
[GlobalClass]
|
||||
public partial class SettingsSaveController : Node
|
||||
{
|
||||
public static string SETTINGS_FILE_PATH = "user://userSettings.json";
|
||||
public static SettingsSaveController Instance;
|
||||
|
||||
public SettingsData? settings = new SettingsData();
|
||||
public SettingsData settingsDefault = new SettingsData();
|
||||
|
||||
public event Action OnSettingsReloaded;
|
||||
|
||||
private bool _loadedData;
|
||||
private DateTime _readyTime;
|
||||
|
||||
public bool LoadedData => _loadedData;
|
||||
|
||||
public override void _EnterTree()
|
||||
{
|
||||
SETTINGS_FILE_PATH = ProjectSettings.GlobalizePath(SETTINGS_FILE_PATH);
|
||||
_readyTime = DateTime.Now;
|
||||
Instance = this;
|
||||
LoadSettings();
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
if (settings != null)
|
||||
settings.runtimeSeconds += (DateTime.Now - _readyTime).TotalSeconds;
|
||||
SaveSettings();
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Saves Settings Data onto disk.
|
||||
/// </summary>
|
||||
public void SaveSettings()
|
||||
{
|
||||
try
|
||||
{
|
||||
string jsonString = JsonSerializer.Serialize(
|
||||
settings,
|
||||
new JsonSerializerOptions() { WriteIndented = true}
|
||||
);
|
||||
|
||||
System.IO.File.WriteAllText(SETTINGS_FILE_PATH, jsonString);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
GD.PrintErr("Error Saving Settings:", e);
|
||||
Console.WriteLine(e);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads Settings data from disk.
|
||||
/// </summary>
|
||||
public void LoadSettings()
|
||||
{
|
||||
_loadedData = false;
|
||||
|
||||
try
|
||||
{
|
||||
if (!System.IO.File.Exists(SETTINGS_FILE_PATH))
|
||||
{
|
||||
settings = new SettingsData();
|
||||
}
|
||||
else
|
||||
{
|
||||
string jsonString = System.IO.File.ReadAllText(SETTINGS_FILE_PATH);
|
||||
SettingsData? loadedSettings = JsonSerializer.Deserialize<SettingsData>(jsonString);
|
||||
if (loadedSettings != null && !loadedSettings.IsVersionValid())
|
||||
{
|
||||
_loadedData = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
settings = loadedSettings;
|
||||
_loadedData = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
GD.PrintErr("Loading Error:", e);
|
||||
Console.WriteLine(e);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets Settings to default.
|
||||
/// </summary>
|
||||
public void ResetSettings()
|
||||
{
|
||||
settings = JsonSerializer.Deserialize<SettingsData>(JsonSerializer.Serialize<SettingsData>(settingsDefault));
|
||||
OnSettingsReloaded?.Invoke();
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://cc7gnydmbcft7
|
||||
@@ -0,0 +1,101 @@
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.Savegame;
|
||||
|
||||
/// <summary>
|
||||
/// Tracks important window settings and communicates with the <see cref="SettingsSaveController"/> to save/load them.
|
||||
/// </summary>
|
||||
public partial class WindowSettingsSync : Node
|
||||
{
|
||||
private Window window;
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
window = GetWindow();
|
||||
window.SizeChanged += SaveWindowSize;
|
||||
|
||||
SyncSettings();
|
||||
SettingsSaveController.Instance.OnSettingsReloaded += SyncSettings;
|
||||
}
|
||||
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
SaveWindowPosition();
|
||||
SaveWindowBorderless();
|
||||
SaveWindowSize();
|
||||
SettingsSaveController.Instance.SaveSettings();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to get previous settings from settings-savefile, if available.
|
||||
/// </summary>
|
||||
public void SyncSettings()
|
||||
{
|
||||
if (!SettingsSaveController.Instance.LoadedData)
|
||||
{
|
||||
SaveWindowPosition();
|
||||
SaveWindowSize();
|
||||
SaveWindowBorderless();
|
||||
return;
|
||||
}
|
||||
|
||||
SettingsData? settingsData = SettingsSaveController.Instance.settings;
|
||||
if (settingsData != null)
|
||||
{
|
||||
window.Position = new Vector2I(settingsData.windowPositionX, settingsData.windowPositionY);
|
||||
ValidateWindowPosition();
|
||||
|
||||
window.Size = new Vector2I(settingsData.windowSizeX, settingsData.windowSizeY);
|
||||
window.Borderless = settingsData.windowBorderless;
|
||||
}
|
||||
}
|
||||
|
||||
private void ValidateWindowPosition()
|
||||
{
|
||||
bool validWindowPosition = false;
|
||||
foreach (Rect2I displayRect in DisplayServer.GetDisplayCutouts())
|
||||
{
|
||||
if (displayRect.HasPoint(window.Position))
|
||||
{
|
||||
validWindowPosition = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!validWindowPosition)
|
||||
{
|
||||
window.MoveToCenter();
|
||||
SaveWindowPosition();
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveWindowPosition()
|
||||
{
|
||||
SettingsData? settingsData = SettingsSaveController.Instance.settings;
|
||||
|
||||
if (settingsData != null)
|
||||
{
|
||||
settingsData.windowPositionX = window.Position.X;
|
||||
settingsData.windowPositionY = window.Position.Y;
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveWindowSize()
|
||||
{
|
||||
SettingsData? settingsData = SettingsSaveController.Instance.settings;
|
||||
if (settingsData != null)
|
||||
{
|
||||
settingsData.windowSizeX = window.Size.X;
|
||||
settingsData.windowSizeY = window.Size.Y;
|
||||
}
|
||||
}
|
||||
|
||||
private void SaveWindowBorderless()
|
||||
{
|
||||
SettingsData? settingsData = SettingsSaveController.Instance.settings;
|
||||
if (settingsData != null)
|
||||
settingsData.windowBorderless = window.Borderless;
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
uid://bbp0dyddwdbl8
|
||||
@@ -34,6 +34,7 @@ public partial class SceneTransition : Node
|
||||
|
||||
public void Quit()
|
||||
{
|
||||
SettingsSaveController.Instance.SaveSettings();
|
||||
GetTree().Quit();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user