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save_lib.gd
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189 lines (153 loc) · 5.31 KB
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extends RefCounted
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# customClass
const ItemClass = preload("res://Niveau/Avatar/Item.gd")
# Called when the node enters the scene tree for the first time.
func _ready():
pass # Replace with function body.
# Load & Set #
static func load_file(scene, path: String):
if FileAccess.file_exists(path):
var file = FileAccess.open(path, FileAccess.READ)
var test_json_conv = JSON.new()
test_json_conv.parse(file.get_as_text())
var data_dict = test_json_conv.get_data()
#print(data_dict)
set_data(scene, data_dict)
static func set_data(scene, data):
scene.tool_is_ready = false # pause editor signals
set_meta_data(scene, data.get("meta"))
set_story_data(scene, data.get("story"))
set_tilemap_data(scene, data.get("level_tilemap"))
set_character_data(scene, data.get("character"))
scene.tool_is_ready = true
scene.get_node("Niveau/GUI").init()
static func set_meta_data(scene, meta_data):
var date = meta_data.date.split("-")
scene.get_node("Niveau").date.year = date[0].to_int()
scene.get_node("Niveau").date.month = date[1].to_int()
scene.get_node("Niveau").date.day = date[2].to_int()
scene.get_node("Niveau").date.hour = date[3].substr(0,2).to_int()
scene.get_node("Niveau").groupe_name = meta_data.groupe_name
static func set_story_data(scene, story_data):
scene.get_node("Niveau").char_name = story_data.char_name
scene.get_node("Niveau").narrative = story_data.narrative
static func set_tilemap_data(scene, tilemap_data):
var tilemap = scene.get_node("Niveau/TileMap")
tilemap.clear()
#print(tilemap)
for cell in tilemap_data:
tilemap.set_cell(Vector2(cell.x, cell.y), cell.id, Vector2i(0,0))
static func set_character_data(scene, character_data):
var character = scene.get_node("Niveau/Avatar")
var properties = character_data.get("properties")
for property in properties.keys():
character[property] = properties[property]
character["start_position"] = str_to_var("Vector2" + properties["start_position"])
# hide old stuff
for child in character.get_children():
if child is ItemClass:
child.set_visible(false)
var stuff = character_data.get("stuff")
set_stuff_data(scene, stuff)
static func set_stuff_data(scene, stuff_list):
var character = scene.get_node("Niveau/Avatar")
for obj in stuff_list:
var item_node = character.get_node(obj.name)
if item_node:
item_node.set_visible(true)
var properties = obj.get("properties")
for property in properties.keys():
item_node[property] = properties[property]
#print(properties["xbox_button"])
item_node.set("xbox_button", properties.get("xbox_button"))
# Get & Save #
static func save_file(scene, path : String):
var data_dict = {
"meta":{
"date":"",
"groupe_name":""
},
"story":{
"char_name":"",
"narrative":"",
},
"character":{
"objects":[],
"variables":[]
},
"level_tilemap":[]
}
var niveau = scene.get_node("Niveau")
data_dict.meta = get_meta_data(niveau)
data_dict.story = get_story_data(niveau)
var character = scene.get_node("Niveau/Avatar")
data_dict.character = get_character_data(character)
var tilemap = scene.get_node("Niveau/TileMap")
data_dict.level_tilemap = get_tilemap_data(tilemap)
#print(data_dict)
var file = FileAccess.open(path, FileAccess.WRITE)
file.store_string(JSON.stringify(data_dict,"\t"))
static func get_meta_data(niveau):
# si pas de date ou jour ou mois = 0 : date de maintenant
var date = niveau.date
#print(date)
if date["day"] == 0 or date["month"] == 0:
date = Time.get_datetime_dict_from_system()
var data_date = "%04d-%02d-%02d-%02dh" % [date.year, date.month, date.day, date.hour]
# groupe_name
var data_groupe = niveau.groupe_name
return {"date":data_date, "groupe_name":data_groupe}
static func get_story_data(niveau):
var char_name = niveau.char_name
var narrative = niveau.narrative
return {"char_name":char_name, "narrative":narrative}
static func get_tilemap_data(tilemap):
var tilemap_data = []
#print(tilemap)
var used_cells = tilemap.get_used_cells()
for cell in used_cells:
var cell_id = tilemap.get_cell_source_id(Vector2i(cell.x,cell.y))
tilemap_data.append({
"x":cell.x,
"y":cell.y,
"id":cell_id
})
return tilemap_data
static func get_character_data(character):
var character_data = {
"properties":{}
}
#print(character)
for property in get_exported_properties(character):
character_data.properties[property.name] = character[property.name]
var children = character.get_children()
var stuff = []
for child in children:
#print(child.name)
#print(child.get_class())
if child is ItemClass: # if object is stuff
if child.is_visible_in_tree(): # if is visible/active
stuff.append(child)
character_data.stuff = get_stuff_data(stuff)
return character_data
static func get_stuff_data(stuff):
var stuff_data = []
for obj in stuff:
var obj_properties = {}
for property in get_exported_properties(obj):
obj_properties[property.name] = obj[property.name]
stuff_data.append({
"name":obj.get_name(),
"properties":obj_properties
})
return stuff_data
static func get_exported_properties(object):
var properties = object.get_property_list()
var exported_properties = []
for p in properties:
if p.usage == 4102: # the way to know if a property is exported (old hint was 8199)
exported_properties.append(p)
return exported_properties