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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
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@@ -94,6 +94,8 @@ func startSingleplayerGame():
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UIState.setPanel("CompilingTip")
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UIState.setPanel("CompilingTip")
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else:
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else:
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UIState.setPanel("SelectInitialFeed")
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UIState.setPanel("SelectInitialFeed")
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if useTutorialBtn.button_pressed:
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tutorialWatched = true
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func _ready():
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func _ready():
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historyStack = Composables.useHistoryStack(playerNameInput)
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historyStack = Composables.useHistoryStack(playerNameInput)
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@@ -206,6 +208,7 @@ func rebuildInfo():
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func(newValue: float):
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func(newValue: float):
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OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue
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OutGameStorage.upgradableFieldsValue[fieldShow.field] = newValue
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OutGameStorage.upgradableFieldsLevel[fieldShow.field] += 1
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OutGameStorage.upgradableFieldsLevel[fieldShow.field] += 1
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SaveEngine.save()
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rebuildInfo()
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rebuildInfo()
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)
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)
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upgradeFieldsBox.add_child(fieldShow)
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upgradeFieldsBox.add_child(fieldShow)
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@@ -219,6 +222,7 @@ func rebuildInfo():
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getCurrentSelectedCharacter().animator.play("hide")
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getCurrentSelectedCharacter().animator.play("hide")
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selectedCharacter = card.name
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selectedCharacter = card.name
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getCurrentSelectedCharacter().animator.play("show")
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getCurrentSelectedCharacter().animator.play("show")
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SaveEngine.save()
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)
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)
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charactersBox.add_child(card)
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charactersBox.add_child(card)
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if selectedCharacter == card.name:
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if selectedCharacter == card.name:
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@@ -508,6 +508,7 @@ func summon(who: PackedScene, syncFields: bool = true, lockValue: bool = true) -
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instance.position = get_global_mouse_position()
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instance.position = get_global_mouse_position()
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instance.myMaster = self
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instance.myMaster = self
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summoned(instance)
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summoned(instance)
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instance.add_to_group("entities")
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if isPlayer(): instance.add_to_group("players")
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if isPlayer(): instance.add_to_group("players")
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if syncFields:
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if syncFields:
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if lockValue:
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if lockValue:
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@@ -31,6 +31,14 @@ static func fill(origin: Dictionary, filler: Callable) -> Dictionary:
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return accum,
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return accum,
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{}
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{}
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)
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)
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static func mapEntries(origin: Dictionary, mapper: Callable) -> Dictionary:
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return origin.keys().reduce(
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func(accum, key):
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var entry = mapper.call(key, origin[key])
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accum[entry[0]] = entry[1]
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return accum,
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{}
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)
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static func dictionaryFromEntries(keys: Array, values: Array) -> Dictionary:
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static func dictionaryFromEntries(keys: Array, values: Array) -> Dictionary:
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var result = {}
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var result = {}
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for index in len(keys):
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for index in len(keys):
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@@ -5,17 +5,28 @@ const SAVE_FILE = "user://save.json"
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static func serialize():
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static func serialize():
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return {
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return {
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"out-game": {
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"out-game": {
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"value": OutGameStorage.upgradableFieldsValue.duplicate(),
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"value": OutGameStorage.upgradableFieldsValue,
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"level": OutGameStorage.upgradableFieldsLevel.duplicate()
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"level": OutGameStorage.upgradableFieldsLevel,
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"inventory": OutGameStorage.inventory,
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},
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},
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"tutorial-watched": StarterPanel.tutorialWatched
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"ui-state": {
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"tutorial-watched": StarterPanel.tutorialWatched,
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"selected-character": StarterPanel.selectedCharacter
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}
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}
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}
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static func apply(saveData: Dictionary):
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static func apply(saveData: Dictionary):
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OutGameStorage.upgradableFieldsValue = saveData["out-game"]["value"]
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OutGameStorage.upgradableFieldsValue = saveData["out-game"]["value"]
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OutGameStorage.upgradableFieldsLevel = saveData["out-game"]["level"]
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OutGameStorage.upgradableFieldsLevel = saveData["out-game"]["level"]
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StarterPanel.tutorialWatched = saveData["tutorial-watched"]
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OutGameStorage.inventory = saveData["out-game"]["inventory"]
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StarterPanel.tutorialWatched = saveData["ui-state"]["tutorial-watched"]
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StarterPanel.selectedCharacter = saveData["ui-state"]["selected-character"]
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static func load():
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static func load():
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return JsonTool.parseFromFile(SAVE_FILE)
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var origin = JsonTool.parseFromFile(SAVE_FILE)
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if origin is Dictionary:
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origin["out-game"]["value"] = ArrayTool.mapEntries(origin["out-game"]["value"], func(key, value): return [int(key), value])
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origin["out-game"]["level"] = ArrayTool.mapEntries(origin["out-game"]["level"], func(key, value): return [int(key), value])
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origin["out-game"]["inventory"] = ArrayTool.mapEntries(origin["out-game"]["inventory"], func(key, value): return [int(key), value])
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return origin
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static func save():
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static func save():
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var file = FileAccess.open(SAVE_FILE, FileAccess.ModeFlags.WRITE)
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var file = FileAccess.open(SAVE_FILE, FileAccess.ModeFlags.WRITE)
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if file is FileAccess:
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if file is FileAccess:
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@@ -6,6 +6,7 @@ static func _static_init():
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static func init():
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static func init():
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var save = SaveEngine.load()
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var save = SaveEngine.load()
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if save:
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if save:
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print(save)
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SaveEngine.apply(save)
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SaveEngine.apply(save)
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static func restart(tree: SceneTree):
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static func restart(tree: SceneTree):
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for bullet in tree.get_nodes_in_group("bullets"):
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for bullet in tree.get_nodes_in_group("bullets"):
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