@tool class_name SaveGameHandle extends CenterContainer signal picked(save_game: SaveGame) var has_stage: bool = false: set(stage): has_stage = stage visible = stage save_buttons[0].grab_focus() @export var saves: Array[SaveGame] var save_buttons: Array[SaveGameDisplay] @export var update_display: bool: set(value): load_games() var scroll_container: ScrollContainer var create_new_game: bool = false func _ready() -> void: load_games() func load_games(): var save_game_dir := DirAccess.open(State.user_saves_path) var filepaths: PackedStringArray = save_game_dir.get_files() for path in filepaths: if path.ends_with(".json"): saves.append(SaveGame.new(path)) saves.append(SaveGame.new()) #purging the current state save_buttons = [] if scroll_container != null: scroll_container.free() scroll_container.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED add_child(scroll_container) for i in range(saves.size()): var new_button := SaveGameDisplay.new(saves[i], i+1) scroll_container.add_child(new_button) save_buttons.append(new_button) new_button.pressed.connect(func(): _on_game_picked(i)) func _on_game_picked(id: int): if create_new_game: if saves[id].current_room == 0: picked.emit(id) else: $Popup.show() else: picked.emit(id) func pick_slot(create_new_game: bool): State.take_stage(self) self.create_new_game = create_new_game func get_most_recent_save() -> SaveGame: var most_recent_time := 0.0 var most_recent_index:int = 0 for i in range(saves.size()): if Time.get_unix_time_from_datetime_dict(saves[i].last_saved) > most_recent_time and not saves[i].current_room == 0: most_recent_index = i most_recent_time = Time.get_unix_time_from_datetime_dict(saves[i].last_saved) return saves[most_recent_index] if most_recent_time > 0 else SaveGame.new(0)