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