fixed camera controls
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parent
cd62e12389
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d6a0911801
78 changed files with 4044 additions and 81 deletions
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@ -1,10 +1,12 @@
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class_name SavedGame
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extends Resource
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# This resource collects all data to save, from the player and other nodes
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# This is the main SaveGame that collects all data to save
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# It saves all player data and other nodes in the world, quest progress, etc.
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# Player info to save
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@export var player_money : int = 0
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@export var party: Array[MonsterData] = []
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@export var monster_storage: Array[MonsterData] = []
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# Environment info to save (daytime, current world, weather)
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@export var world : String = ""
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@ -65,5 +65,8 @@ func load_game() -> void:
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if restored_node.has_method("on_load_game"):
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restored_node.on_load_game(node)
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# This checks if there is a savegame file in the users folder.
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# We use FileAccess here to ensure that also works on Android.
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# TODO: Research again, why this is needed
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func save_exists() -> bool:
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return FileAccess.file_exists("user://savegame.tres")
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@ -1,7 +1,12 @@
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class_name SavedData
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extends Resource
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# Main class that can save a node's information
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# Every node's save data extends from this class
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# Class that can save a single node's information
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# Every node's save data can either use this SavedData class directly
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# or extend from it and add node-specific values
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# See "Saving and loading games with Godot" by Godotneers for details:
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# https://www.youtube.com/watch?v=43BZsLZheA4&t=2234s
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# https://github.com/godotneers/saving-loading-video/blob/main/godotneers-ensuring-saved-game-compatibility.pdf
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# Position of the node to save
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@export var position: Vector3 = Vector3.ZERO
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