PlayerData and EnemyData reworked for WeaponData
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@@ -1,6 +1,18 @@
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extends Node
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const WEAPONS : Array[WeaponData] = [
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preload("res://game/entities/weapons/cannon/cannon_data.tres"),
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preload("res://game/entities/weapons/gatling/gatling_data.tres"),
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preload("res://game/entities/weapons/laser/laser_data.tres"),
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preload("res://game/entities/weapons/launcher/launcher_data.tres"),
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preload("res://game/entities/weapons/minelayer/minelayer_data.tres"),
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preload("res://game/entities/weapons/plasma/plasma_data.tres"),
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preload("res://game/entities/weapons/railgun/railgun_data.tres"),
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preload("res://game/entities/weapons/shrapnel/shrapnel_data.tres"),
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preload("res://game/entities/weapons/tesla/tesla_data.tres"),
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]
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const SAVE_FILE = "user://save.bin"
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const SAVE_FILE_PASS = "save_file_data"
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@@ -29,6 +41,14 @@ func _ready() -> void:
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_load()
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static func get_weapon_data(weapon_id: String) -> WeaponData:
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for weapon in WEAPONS:
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if weapon.id == weapon_id:
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return weapon
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return null
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func save() -> void:
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_set_game_values()
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_set_player_values()
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@@ -67,29 +87,39 @@ func _set_game_values() -> void:
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func _set_player_values() -> void:
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids)
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var weapon_ids : Array[String] = []
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for weapon in player_data.weapons:
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weapon_ids.append(weapon.id)
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, weapon_ids)
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_save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull)
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func _get_game_values() -> void:
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game_data.game_seed = _save_file.get_value(
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game_data.game_seed = _save_file.get_value(
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CATEGORY_GAME, GAME_SEED, game_data.game_seed
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)
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game_data.current_area_index = _save_file.get_value(
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game_data.current_area_index = _save_file.get_value(
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CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index
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)
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game_data.current_stage_index = _save_file.get_value(
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game_data.current_stage_index = _save_file.get_value(
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CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index
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)
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game_data.current_sector_index = _save_file.get_value(
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game_data.current_sector_index = _save_file.get_value(
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CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index
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)
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func _get_player_values() -> void:
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player_data.weapon_ids = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids
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var weapon_ids : Array[String] = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_WEAPONS, []
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)
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player_data.hull = _save_file.get_value(
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for weapon_id in weapon_ids:
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var weapon := get_weapon_data(weapon_id)
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if weapon != null:
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player_data.weapons.append(weapon)
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player_data.hull = _save_file.get_value(
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CATEGORY_PLAYER, PLAYER_HULL, player_data.hull
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)
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