Add TimeElapsed property
parent
28a408de1b
commit
df82248670
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@ -14,6 +14,10 @@ public partial class GlobalState : Node, ISave
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[Export]
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[Export]
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public Stats Stats { get; set; }
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public Stats Stats { get; set; }
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private ulong _saveTimeElapsed = 0;
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public ulong TimeElapsed => _saveTimeElapsed + Godot.Time.GetTicksMsec();
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public static GlobalState Instance { get; private set; }
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public static GlobalState Instance { get; private set; }
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[Export]
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[Export]
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@ -76,6 +80,7 @@ public partial class GlobalState : Node, ISave
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Progression = save.Progression;
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Progression = save.Progression;
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MapState = save.MapState;
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MapState = save.MapState;
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Stats = save.Stats;
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Stats = save.Stats;
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_saveTimeElapsed = save.TimeElapsed; // use as offset
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var inventory = World.Instance.CurrentPlayer.Inventory;
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var inventory = World.Instance.CurrentPlayer.Inventory;
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inventory.Items = Stats.Items;
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inventory.Items = Stats.Items;
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@ -96,6 +101,7 @@ public partial class GlobalState : Node, ISave
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save.Progression = Progression;
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save.Progression = Progression;
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save.MapState = MapState;
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save.MapState = MapState;
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save.Stats = Stats;
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save.Stats = Stats;
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save.TimeElapsed = TimeElapsed; // update time elapsed when saving
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var inventory = World.Instance.CurrentPlayer.Inventory;
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var inventory = World.Instance.CurrentPlayer.Inventory;
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Stats.Items = inventory.Items;
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Stats.Items = inventory.Items;
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@ -9,4 +9,6 @@ public interface ISave
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public State.Global.MapState MapState { get; set; }
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public State.Global.MapState MapState { get; set; }
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public State.Global.Stats Stats { get; set; }
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public State.Global.Stats Stats { get; set; }
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public ulong TimeElapsed { get; }
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}
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}
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@ -13,10 +13,14 @@ public partial class Save : Resource, ISave
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[Export]
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[Export]
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public State.Global.Stats Stats { get; set; }
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public State.Global.Stats Stats { get; set; }
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[Export]
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public ulong TimeElapsed { get; set; }
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public Save()
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public Save()
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{
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{
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Progression = new();
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Progression = new();
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MapState = new();
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MapState = new();
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Stats = new();
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Stats = new();
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TimeElapsed = 0;
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}
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}
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}
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}
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