repeat-after-me/src/global/SaveManager.gd

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1.6 KiB
GDScript3
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extends Node
const SAVEFILE = "user://save.dat"
func _ready() -> void:
load_game()
func _to_dict() -> Dictionary:
return {
"player_xp": XpLevelManager.player_xp,
"phrases": PhrasesManager.phrases,
"last_played_phrases": CoreGameplayManager.last_played_phrases
}
func _from_dict(data: Dictionary) -> int:
var successfully_set = 0
# set variables
if "player_xp" in data:
XpLevelManager.loading = true
XpLevelManager.player_xp = data["player_xp"]
XpLevelManager.loading = false
successfully_set += 1 #!
if "phrases" in data and data["phrases"] is Array:
PhrasesManager.phrases = []
for p in data["phrases"]:
PhrasesManager.phrases.append(p)
successfully_set += 1 #!
if "last_played_phrases" in data and data["last_played_phrases"] is Dictionary:
CoreGameplayManager.last_played_phrases = data["last_played_phrases"]
successfully_set += 1 #!
return successfully_set
func save_game():
var data_json = JSON.stringify(_to_dict())
var f = FileAccess.open(SAVEFILE, FileAccess.WRITE)
f.store_string(data_json)
f.close()
func load_game():
if FileAccess.file_exists(SAVEFILE):
var data_json = FileAccess.get_file_as_string(SAVEFILE)
var data = JSON.parse_string(data_json)
_from_dict(data)
func export_to_base64() -> String:
var data_json = JSON.stringify(_to_dict())
return Marshalls.utf8_to_base64(data_json)
func import_from_base64(encoded_data: String) -> bool:
var data_json = Marshalls.base64_to_utf8(encoded_data)
var data_dict = JSON.parse_string(data_json)
if data_dict == null:
return false
var n_successful: int = _from_dict(data_dict) > 0
if n_successful > 0:
save_game()
return true
else: return false