89 lines
2.4 KiB
GDScript
89 lines
2.4 KiB
GDScript
class_name SaveData extends CharacterStoryState
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enum GameMode {FREERUN, HUB, MISSION}
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@export var ctime: int
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@export var character_story_states: Array[CharacterStoryState]
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@export var characters_unlocked: Array[StringName]
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@export var character_stories_completed: Array[StringName]
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@export var maps_unlocked: Array[MapUnlockMark]
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@export var maps_completed: Array[MapCompletionMark]
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@export var misc: Dictionary
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func get_map_unlock_mark(
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character: StringName,
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level: StringName,
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mission: StringName,
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update: bool
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) -> MapUnlockMark:
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for mark in maps_unlocked:
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if (
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mark.character == character and
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mark.map.level == level and
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mark.map.mission == mission
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):
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return mark
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if update:
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var mark := MapUnlockMark.new()
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mark.character = character
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mark.map = MapID.new()
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mark.map.level = level
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mark.map.mission = mission
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maps_unlocked.push_back(mark)
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return mark
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else:
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return null
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func get_map_completion_mark(
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character: StringName,
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level: StringName,
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mission: StringName,
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update: bool
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) -> MapCompletionMark:
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for mark in maps_completed:
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if (
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mark.character == character and
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mark.map.level == level and
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mark.map.mission == mission
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):
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return mark
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if update:
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var mark := MapCompletionMark.new()
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mark.character = character
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mark.map = MapID.new()
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mark.map.level = level
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mark.map.mission = mission
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mark.best_time = NAN
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maps_completed.push_back(mark)
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return mark
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else:
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return null
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func find_character_story_state(character: StringName) -> CharacterStoryState:
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for state in character_story_states:
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if state.checkpoint.character == character:
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return state
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return null
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func switch_character_story_state(character: StringName) -> void:
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if not (checkpoint and character == checkpoint.character):
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if checkpoint and saved_hub_world_location:
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for state in character_story_states:
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assert(not (state is SaveData))
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if state.checkpoint.character == checkpoint.character:
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state.checkpoint = checkpoint.duplicate(true)
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state.saved_hub_world_location = (
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saved_hub_world_location.duplicate(true)
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)
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if character.is_empty():
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checkpoint = null
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saved_hub_world_location = null
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else:
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for state in character_story_states:
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assert(not (state is SaveData))
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if state.checkpoint.character == character:
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checkpoint = state.checkpoint.duplicate(true)
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saved_hub_world_location = (
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state.saved_hub_world_location.duplicate(true)
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)
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