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mirror of https://github.com/Rundll86/Dog-Lynx-And-HCN.git synced 2026-06-27 14:02:29 +08:00

feat: 增强游戏保存系统并添加调试输出

扩展保存系统以包含更多游戏状态数据,包括库存和角色选择
添加调试打印语句以帮助排查保存问题
新增字典映射工具方法用于数据转换
修复新召唤实体未正确分组的问题
This commit is contained in:
2026-05-09 21:41:00 +08:00
parent b1cb089705
commit c31b3bdc4f
5 changed files with 30 additions and 5 deletions
+4
View File
@@ -94,6 +94,8 @@ func startSingleplayerGame():
UIState.setPanel("CompilingTip") UIState.setPanel("CompilingTip")
else: else:
UIState.setPanel("SelectInitialFeed") UIState.setPanel("SelectInitialFeed")
if useTutorialBtn.button_pressed:
tutorialWatched = true
func _ready(): func _ready():
historyStack = Composables.useHistoryStack(playerNameInput) historyStack = Composables.useHistoryStack(playerNameInput)
@@ -206,6 +208,7 @@ func rebuildInfo():
func(newValue: float): func(newValue: float):
OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue
OutGameStorage.upgradableFieldsLevel[fieldShow.field] += 1 OutGameStorage.upgradableFieldsLevel[fieldShow.field] += 1
SaveEngine.save()
rebuildInfo() rebuildInfo()
) )
upgradeFieldsBox.add_child(fieldShow) upgradeFieldsBox.add_child(fieldShow)
@@ -219,6 +222,7 @@ func rebuildInfo():
getCurrentSelectedCharacter().animator.play("hide") getCurrentSelectedCharacter().animator.play("hide")
selectedCharacter = card.name selectedCharacter = card.name
getCurrentSelectedCharacter().animator.play("show") getCurrentSelectedCharacter().animator.play("show")
SaveEngine.save()
) )
charactersBox.add_child(card) charactersBox.add_child(card)
if selectedCharacter == card.name: if selectedCharacter == card.name:
+1
View File
@@ -508,6 +508,7 @@ func summon(who: PackedScene, syncFields: bool = true, lockValue: bool = true) -
instance.position = get_global_mouse_position() instance.position = get_global_mouse_position()
instance.myMaster = self instance.myMaster = self
summoned(instance) summoned(instance)
instance.add_to_group("entities")
if isPlayer(): instance.add_to_group("players") if isPlayer(): instance.add_to_group("players")
if syncFields: if syncFields:
if lockValue: if lockValue:
+8
View File
@@ -31,6 +31,14 @@ static func fill(origin: Dictionary, filler: Callable) -> Dictionary:
return accum, return accum,
{} {}
) )
static func mapEntries(origin: Dictionary, mapper: Callable) -> Dictionary:
return origin.keys().reduce(
func(accum, key):
var entry = mapper.call(key, origin[key])
accum[entry[0]] = entry[1]
return accum,
{}
)
static func dictionaryFromEntries(keys: Array, values: Array) -> Dictionary: static func dictionaryFromEntries(keys: Array, values: Array) -> Dictionary:
var result = {} var result = {}
for index in len(keys): for index in len(keys):
+16 -5
View File
@@ -5,17 +5,28 @@ const SAVE_FILE = "user://save.json"
static func serialize(): static func serialize():
return { return {
"out-game": { "out-game": {
"value": OutGameStorage.upgradableFieldsValue.duplicate(), "value": OutGameStorage.upgradableFieldsValue,
"level": OutGameStorage.upgradableFieldsLevel.duplicate() "level": OutGameStorage.upgradableFieldsLevel,
"inventory": OutGameStorage.inventory,
}, },
"tutorial-watched": StarterPanel.tutorialWatched "ui-state": {
"tutorial-watched": StarterPanel.tutorialWatched,
"selected-character": StarterPanel.selectedCharacter
}
} }
static func apply(saveData: Dictionary): static func apply(saveData: Dictionary):
OutGameStorage.upgradableFieldsValue = saveData["out-game"]["value"] OutGameStorage.upgradableFieldsValue = saveData["out-game"]["value"]
OutGameStorage.upgradableFieldsLevel = saveData["out-game"]["level"] OutGameStorage.upgradableFieldsLevel = saveData["out-game"]["level"]
StarterPanel.tutorialWatched = saveData["tutorial-watched"] OutGameStorage.inventory = saveData["out-game"]["inventory"]
StarterPanel.tutorialWatched = saveData["ui-state"]["tutorial-watched"]
StarterPanel.selectedCharacter = saveData["ui-state"]["selected-character"]
static func load(): static func load():
return JsonTool.parseFromFile(SAVE_FILE) var origin = JsonTool.parseFromFile(SAVE_FILE)
if origin is Dictionary:
origin["out-game"]["value"] = ArrayTool.mapEntries(origin["out-game"]["value"], func(key, value): return [int(key), value])
origin["out-game"]["level"] = ArrayTool.mapEntries(origin["out-game"]["level"], func(key, value): return [int(key), value])
origin["out-game"]["inventory"] = ArrayTool.mapEntries(origin["out-game"]["inventory"], func(key, value): return [int(key), value])
return origin
static func save(): static func save():
var file = FileAccess.open(SAVE_FILE, FileAccess.ModeFlags.WRITE) var file = FileAccess.open(SAVE_FILE, FileAccess.ModeFlags.WRITE)
if file is FileAccess: if file is FileAccess:
+1
View File
@@ -6,6 +6,7 @@ static func _static_init():
static func init(): static func init():
var save = SaveEngine.load() var save = SaveEngine.load()
if save: if save:
print(save)
SaveEngine.apply(save) SaveEngine.apply(save)
static func restart(tree: SceneTree): static func restart(tree: SceneTree):
for bullet in tree.get_nodes_in_group("bullets"): for bullet in tree.get_nodes_in_group("bullets"):