Add signals on save/loads events
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@ -5,6 +5,12 @@ signal selected_pokemon_changed
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signal battle_requested(sent : SentPokemon, target : Node) #emis par ThrowState : BattleLauncher s'y branche
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signal battle_finished(outcome : int, target : Node) #emis par BattleLauncher (outcome = valeur de Battle.Outcome)
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signal save_started
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signal save_finished(success : bool)
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signal load_started
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signal load_finished(success : bool)
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var story_progress : int = 0 # 0 = début, 1 = après 1er badge, 2 = après 2e badge, etc.
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var player_team : PokemonTeam = PokemonTeam.new()
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var player_storage : PokemonStorage = PokemonStorage.new()
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@ -50,17 +56,34 @@ func _set_selected(index : int) -> void:
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selected_pokemon_changed.emit()
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func save() -> void:
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save_started.emit()
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var config := ConfigFile.new()
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config.set_value("progress", "story_progress", story_progress)
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config.set_value("team", "data", player_team.to_dict())
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config.set_value("storage", "data", player_storage.to_dict())
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config.save("user://save.cfg")
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var err := config.save("user://save.cfg")
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save_finished.emit(err == OK)
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func has_save() -> bool:
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return FileAccess.file_exists("user://save.cfg")
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func load_data() -> void:
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if not has_save():
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load_finished.emit(false)
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return
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load_started.emit()
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var config := ConfigFile.new()
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if config.load("user://save.cfg") == OK:
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var err : Error = config.load("user://save.cfg")
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var success := err == OK
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if success:
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story_progress = config.get_value("progress", "story_progress", 0)
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var team_data : Variant = config.get_value("team", "data", {})
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player_team = PokemonTeam.from_dict(team_data) if team_data is Dictionary else PokemonTeam.new()
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var storage_data : Variant = config.get_value("storage", "data", {})
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player_storage = PokemonStorage.from_dict(storage_data) if storage_data is Dictionary else PokemonStorage.new()
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load_finished.emit(success)
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