Fix C# example in saving games using Godot.Collections.Dictionary

Co-authored-by: giusdp <depalma.gsp@gmail.com>
This commit is contained in:
Rémi Verschelde
2019-11-29 12:16:18 +01:00
parent 695749515d
commit 4d85e219ff

View File

@@ -6,7 +6,7 @@ Saving games
Introduction
------------
Save games can be complicated. For example, it may be desirable
Save games can be complicated. For example, it may be desirable
to store information from multiple objects across multiple levels.
Advanced save game systems should allow for additional information about
an arbitrary number of objects. This will allow the save function to
@@ -90,9 +90,9 @@ like this:
.. code-tab:: csharp
public Dictionary<object, object> Save()
public Godot.Collections.Dictionary<string, object> Save()
{
return new Dictionary<object, object>()
return new Godot.Collections.Dictionary<string, object>()
{
{ "Filename", GetFilename() },
{ "Parent", GetParent().GetPath() },
@@ -123,7 +123,7 @@ loading.
Saving and reading data
-----------------------
As covered in the :ref:`doc_filesystem` tutorial, we'll need to open a file
As covered in the :ref:`doc_filesystem` tutorial, we'll need to open a file
so we can write to it or read from it. Now that we have a way to
call our groups and get their relevant data, let's use :ref:`to_json()
<class_@GDScript_method_to_json>` to
@@ -134,9 +134,9 @@ way to pull the data out of the file as well.
.. tabs::
.. code-tab:: gdscript GDScript
# Note: This can be called from anywhere inside the tree. This function is
# Note: This can be called from anywhere inside the tree. This function is
# path independent.
# Go through everything in the persist category and ask them to return a
# Go through everything in the persist category and ask them to return a
# dict of relevant variables
func save_game():
var save_game = File.new()
@@ -147,24 +147,24 @@ way to pull the data out of the file as well.
if node.filename.empty():
print("persistent node '%s' is not an instanced scene, skipped" % node.name)
continue
# Check the node has a save function
if !node.has_method("save"):
print("persistent node '%s' is missing a save() function, skipped" % node.name)
continue
# Call the node's save function
var node_data = node.call("save")
# Store the save dictionary as a new line in the save file
save_game.store_line(to_json(node_data))
save_game.close()
.. code-tab:: csharp
// Note: This can be called from anywhere inside the tree. This function is
// Note: This can be called from anywhere inside the tree. This function is
// path independent.
// Go through everything in the persist category and ask them to return a
// Go through everything in the persist category and ask them to return a
// dict of relevant variables
public void SaveGame()
{
@@ -180,17 +180,17 @@ way to pull the data out of the file as well.
GD.Print(String.Format("persistent node '{0}' is not an instanced scene, skipped", saveNode.Name));
continue;
}
// Check the node has a save function
if (!saveNode.HasMethod("Save"))
{
GD.Print(String.Format("persistent node '{0}' is missing a Save() function, skipped", saveNode.Name));
continue;
}
// Call the node's save function
var nodeData = saveNode.Call("Save");
// Store the save dictionary as a new line in the save file
saveGame.StoreLine(JSON.Print(nodeData));
}
@@ -208,33 +208,33 @@ load function:
.. tabs::
.. code-tab:: gdscript GDScript
# Note: This can be called from anywhere inside the tree. This function
# Note: This can be called from anywhere inside the tree. This function
# is path independent.
func load_game():
var save_game = File.new()
if not save_game.file_exists("user://savegame.save"):
return # Error! We don't have a save to load.
# We need to revert the game state so we're not cloning objects
# during loading. This will vary wildly depending on the needs of a
# We need to revert the game state so we're not cloning objects
# during loading. This will vary wildly depending on the needs of a
# project, so take care with this step.
# For our example, we will accomplish this by deleting saveable objects.
var save_nodes = get_tree().get_nodes_in_group("Persist")
for i in save_nodes:
i.queue_free()
# Load the file line by line and process that dictionary to restore
# Load the file line by line and process that dictionary to restore
# the object it represents.
save_game.open("user://savegame.save", File.READ)
while save_game.get_position() < save_game.get_len():
# Get the saved dictionary from the next line in the save file
var node_data = parse_json(save_game.get_line())
# Firstly, we need to create the object and add it to the tree and set its position.
var new_object = load(node_data["filename"]).instance()
get_node(node_data["parent"]).add_child(new_object)
new_object.position = Vector2(node_data["pos_x"], node_data["pos_y"])
# Now we set the remaining variables.
for i in node_data.keys():
if i == "filename" or i == "parent" or i == "pos_x" or i == "pos_y":
@@ -244,7 +244,7 @@ load function:
.. code-tab:: csharp
// Note: This can be called from anywhere inside the tree. This function is
// Note: This can be called from anywhere inside the tree. This function is
// path independent.
public void LoadGame()
{
@@ -252,22 +252,22 @@ load function:
if (!saveGame.FileExists("user://savegame.save"))
return; // Error! We don't have a save to load.
// We need to revert the game state so we're not cloning objects during loading.
// This will vary wildly depending on the needs of a project, so take care with
// We need to revert the game state so we're not cloning objects during loading.
// This will vary wildly depending on the needs of a project, so take care with
// this step.
// For our example, we will accomplish this by deleting saveable objects.
var saveNodes = GetTree().GetNodesInGroup("Persist");
foreach (Node saveNode in saveNodes)
saveNode.QueueFree();
// Load the file line by line and process that dictionary to restore the object
// Load the file line by line and process that dictionary to restore the object
// it represents.
saveGame.Open("user://savegame.save", (int)File.ModeFlags.Read);
while (saveGame.GetPosition() < save_game.GetLen())
{
// Get the saved dictionary from the next line in the save file
var nodeData = (Dictionary<object, object>)JSON.Parse(saveGame.GetLine()).Result;
var nodeData = (Godot.Collections.Dictionary<string, object>)JSON.Parse(saveGame.GetLine()).Result;
// Firstly, we need to create the object and add it to the tree and set its position.
var newObjectScene = (PackedScene)ResourceLoader.Load(nodeData["Filename"].ToString());
@@ -297,15 +297,15 @@ Some notes
----------
We have glossed over setting up the game state for loading. It's ultimately up
to the project creator where much of this logic goes.
This is often complicated and will need to be heavily
to the project creator where much of this logic goes.
This is often complicated and will need to be heavily
customized based on the needs of the individual project.
Additionally, our implementation assumes no Persist objects are children of other
Persist objects. Otherwise, invalid paths would be created. To
accommodate nested Persist objects, consider saving objects in stages.
Persist objects. Otherwise, invalid paths would be created. To
accommodate nested Persist objects, consider saving objects in stages.
Load parent objects first so they are available for the :ref:`add_child()
<class_node_method_add_child>`
call when child objects are loaded. You will also need a way to link
<class_node_method_add_child>`
call when child objects are loaded. You will also need a way to link
children to parents as the :ref:`NodePath
<class_nodepath>` will likely be invalid.