Added player hull saving. Multiple fixes

This commit is contained in:
2025-12-13 22:42:40 +03:00
parent ab607c9e86
commit abb680ed53
11 changed files with 83 additions and 41 deletions
+11
View File
@@ -69,6 +69,9 @@ func _set_player_data(new_data: PlayerData) -> void:
_weapons.clear()
_add_weapon_by_id(player_data.first_weapon_id, weapon_positions[0])
_add_weapon_by_id(player_data.second_weapon_id, weapon_positions[1])
if player_data.hull > 0:
health.hull = mini(player_data.hull, health.max_hull)
func _add_weapon_by_id(weapon_id: String, weapon_position: Vector2) -> void:
@@ -77,3 +80,11 @@ func _add_weapon_by_id(weapon_id: String, weapon_position: Vector2) -> void:
var weapon_scene : PackedScene = load(WEAPON_SCENES[weapon_id])
var weapon : AbstractWeapon = weapon_scene.instantiate()
_add_weapon(weapon, weapon_position)
func _on_hull_updated(value: int, max_value: int) -> void:
super._on_hull_updated(value, max_value)
if player_data == null: return
player_data.hull = value