SupaLidlGame/State/Global/GlobalState.cs

105 lines
2.4 KiB
C#

using Godot;
using SupaLidlGame.Utils;
namespace SupaLidlGame.State.Global;
public partial class GlobalState : Node, ISave
{
[Export]
public Progression Progression { get; set; }
[Export]
public MapState MapState { get; set; }
[Export]
public Stats Stats { get; set; }
public static GlobalState Instance { get; private set; }
[Export]
public GameSettings Settings { get; set; }
[Signal]
public delegate void SummonBossEventHandler(string bossName);
public GlobalState()
{
Progression = new();
MapState = new();
Stats = new();
Settings = new();
}
public override void _Ready()
{
if (Instance != null)
{
throw new MultipleSingletonsException();
}
Instance = this;
ProcessMode = ProcessModeEnum.Always;
LoadSettings();
}
public override void _Notification(int what)
{
//if (what == NotificationWMCloseRequest)
//{
// // TODO: quit prompt
// GetTree().Root
// .PropagateNotification((int)NotificationWMCloseRequest);
// SaveSettings();
//}
}
private void LoadSettings()
{
if (ResourceLoader.Exists("user://settings.tres"))
{
Settings = ResourceLoader.Load<GameSettings>("user://settings.tres");
}
else
{
Settings = new GameSettings();
}
}
public void SaveSettings()
{
ResourceSaver.Save(Settings, "user://settings.tres");
}
public void ImportFromSave(Save save)
{
Progression = save.Progression;
MapState = save.MapState;
Stats = save.Stats;
var inventory = World.Instance.CurrentPlayer.Inventory;
inventory.Items = Stats.Items;
for (int i = 0; i < Stats.HotbarToItemIndexMap.Count; i++)
{
int itemIndex = Stats.HotbarToItemIndexMap[i];
if (itemIndex >= 0)
{
inventory.SetHotbarIndexToItemIndex(i, itemIndex);
}
}
}
public void ExportToSave(Save save)
{
save.Progression = Progression;
save.MapState = MapState;
save.Stats = Stats;
var inventory = World.Instance.CurrentPlayer.Inventory;
Stats.Items = inventory.Items;
Stats.HotbarToItemIndexMap = inventory.HotbarToItemIndexMap;
}
}