Fixed robot save mechanic to include nodes and their states.

This commit is contained in:
2026-06-28 14:00:11 +02:00
parent c29372ca51
commit c84fdf8a0b
10 changed files with 361 additions and 6 deletions
+28
View File
@@ -55,4 +55,32 @@ public class CraftNode : ProgramNode
{
return $"Name: {DisplayText}, Item: {(selectedItem == null ? "Empty" : selectedItem.data.Id)}, Amount: {amount}";
}
public override NodeSaveData CreateSaveData()
{
NodeSaveData saveData = base.CreateSaveData();
saveData.ItemId = selectedItem?.data.Id;
saveData.Amount = amount;
if (selectedItem != null)
{
saveData.ElapsedCraftTime = selectedItem.elapsedCraftTime;
saveData.AmountCrafted = selectedItem.amountCrafted;
}
return saveData;
}
public override void Load(NodeSaveData saveData)
{
base.Load(saveData);
amount = saveData.Amount;
if (string.IsNullOrEmpty(saveData.ItemId)) return;
if (!GameData.availableItems.ContainsKey(saveData.ItemId)) return;
selectedItem = new Item
{
data = GameData.availableItems[saveData.ItemId],
elapsedCraftTime = saveData.ElapsedCraftTime,
amountCrafted = saveData.AmountCrafted
};
}
}