Files

64 lines
2.6 KiB
GDScript

extends Node
func saveGameData(file_name: String):
var save_data = GameSaveResource.new()
var objects_container = get_node_or_null("/root/World/objects")
if objects_container:
for object in objects_container.get_children():
for child in object.get_children():
child.owner = object
var packed_node = PackedScene.new()
if packed_node.pack(object) == OK:
save_data.stored_scenes.append(packed_node)
var player_node = get_node_or_null("/root/World/PlayerController")
if player_node:
var hotbar_control = player_node.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if hotbar_control and "hotbar" in hotbar_control:
save_data.stored_hotbar = hotbar_control.hotbar.duplicate(true)
for child in player_node.get_children():
child.owner = player_node
var packed_player = PackedScene.new()
if packed_player.pack(player_node) == OK:
save_data.stored_player = packed_player
var full_path = "user://" + file_name
var save_result = ResourceSaver.save(save_data, full_path)
if save_result == OK:
print("Successfully saved all nodes and items to: ", full_path)
func loadGameData(file_name: String):
var full_path = "user://" + file_name
if not ResourceLoader.exists(full_path):
print("Error: Save file '", full_path, "' does not exist.")
return
var save_data = ResourceLoader.load(full_path) as GameSaveResource
if not save_data:
print("Error: Could not parse save file.")
return
var objects_node = get_node_or_null("/root/World/objects")
if objects_node:
for child in objects_node.get_children():
child.queue_free()
for packed_node in save_data.stored_scenes:
if packed_node:
objects_node.add_child(packed_node.instantiate())
if save_data.stored_player:
var current_player = get_node_or_null("/root/World/PlayerController")
if current_player:
var player_parent = current_player.get_parent()
var restored_player = save_data.stored_player.instantiate()
restored_player.name = "PlayerController_New"
var hotbar_control = restored_player.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if hotbar_control and save_data.stored_hotbar:
hotbar_control.hotbar = save_data.stored_hotbar.duplicate(true)
player_parent.add_child(restored_player)
current_player.queue_free()
await get_tree().process_frame
if is_instance_valid(restored_player):
restored_player.name = "PlayerController"
var final_hotbar = restored_player.get_node_or_null("Camera3D/CanvasLayer/HotBar")
if final_hotbar and final_hotbar.has_method("updateHotbar"):
final_hotbar.updateHotbar(final_hotbar.hotbar)
print("Player and inventory data successfully restored!")
print("Successfully reloaded game state from disk!")