fix: refactoring path for settings panel
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ffe4f4461c
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@ -79,9 +79,7 @@ func _init(initial_filepath = "") -> void:
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read_save_file()
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_is_initialised = true
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func read_save_file() -> void:
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print_debug("Reading Savegame from: %s" % filepath)
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func read_save_file() -> void:
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if not DirAccess.dir_exists_absolute(filepath.get_base_dir()):
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DirAccess.make_dir_absolute(filepath.get_base_dir())
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@ -95,7 +93,7 @@ func read_save_file() -> void:
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return
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if FileAccess.file_exists(filepath):
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print_debug("Opening existing Savegame: %s" % filepath)
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print_debug("Savegame: Reading from: %s" % filepath)
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var file := FileAccess.open(filepath, FileAccess.READ)
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var raw_json := FileAccess.get_file_as_string(filepath)
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file.close()
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@ -155,7 +153,7 @@ func read_save_file() -> void:
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thumbnail = ImageTexture.create_from_image(tmp_img)
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is_empty = false
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else:
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print_debug("Creating empty Savegame: %s" % filepath)
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print_debug("Savegame: Creating (in memory) for path: %s" % filepath)
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is_valid = true
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func _get_save_dict() -> Dictionary:
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@ -172,12 +170,14 @@ func _get_save_dict() -> Dictionary:
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}
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func save_to_file(screen_shot: Texture) -> void:
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print_debug("Savegame: Saving to file: %s" % filepath)
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if filepath == "DEBUG":
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push_warning("Saving DEBUG save skipped. This is intentional.")
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push_warning("Savegame: Saving DEBUG save skipped. This is intentional.")
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return
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if current_room == State.rooms.NULL:
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print_debug("Not saving empty savegame.")
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push_warning("Savegame: Not saving empty savegame.")
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return
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last_saved = int(Time.get_unix_time_from_system())
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@ -10,7 +10,7 @@ script/source = "extends Panel
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@export var is_in_startup: bool
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@onready var show_navigation_buttons = $\"CenterContainer/PanelContainer/VBoxContainer/TabContainer/physical Accessibility/Container2/margin/show nav ui\"
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@onready var show_navigation_buttons = $\"SettingsContainer/PanelContainer/VBoxContainer/TabContainer/physical Accessibility/Container2/margin/show nav ui\"
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func _ready():
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theme = State.current_main_theme
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