Files
ScrapFrontier/managers/save_manager.gd
T

94 lines
2.3 KiB
GDScript

extends Node
const SAVE_FILE = "user://save.bin"
const SAVE_FILE_PASS = "save_file_data"
const CATEGORY_GAME = "game"
const GAME_SEED = "seed"
const GAME_AREA_INDEX = "current_area_index"
const GAME_STAGE_INDEX = "current_stage_index"
const GAME_SECTOR_INDEX = "current_sector_index"
const CATEGORY_PLAYER = "player"
const PLAYER_WEAPONS = "weapon_ids"
const PLAYER_HULL = "hull"
var _save_file: ConfigFile
var game_data : GameData
var player_data : PlayerData
func _ready() -> void:
_save_file = ConfigFile.new()
game_data = GameData.new()
player_data = PlayerData.new()
_load()
func save() -> void:
_set_game_values()
_set_player_values()
_save_file.save_encrypted_pass(SAVE_FILE, SAVE_FILE_PASS)
func new_game() -> void:
game_data.randomize()
func delete_game_data() -> void:
game_data = GameData.new()
save()
func _load() -> void:
if _save_file.load_encrypted_pass(SAVE_FILE, SAVE_FILE_PASS) == OK:
_process_save_file()
save()
func _process_save_file() -> void:
_get_game_values()
_get_player_values()
func _set_game_values() -> void:
_save_file.set_value(CATEGORY_GAME, GAME_SEED, game_data.game_seed)
_save_file.set_value(CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index)
_save_file.set_value(CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index)
_save_file.set_value(CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index)
func _set_player_values() -> void:
_save_file.set_value(CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids)
_save_file.set_value(CATEGORY_PLAYER, PLAYER_HULL, player_data.hull)
func _get_game_values() -> void:
game_data.game_seed = _save_file.get_value(
CATEGORY_GAME, GAME_SEED, game_data.game_seed
)
game_data.current_area_index = _save_file.get_value(
CATEGORY_GAME, GAME_AREA_INDEX, game_data.current_area_index
)
game_data.current_stage_index = _save_file.get_value(
CATEGORY_GAME, GAME_STAGE_INDEX, game_data.current_stage_index
)
game_data.current_sector_index = _save_file.get_value(
CATEGORY_GAME, GAME_SECTOR_INDEX, game_data.current_sector_index
)
func _get_player_values() -> void:
player_data.weapon_ids = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_WEAPONS, player_data.weapon_ids
)
player_data.hull = _save_file.get_value(
CATEGORY_PLAYER, PLAYER_HULL, player_data.hull
)