ESCSaveManager
Constants Descriptions
CRASH_SAVE_NAME_TEMPLATE
const CRASH_SAVE_NAME_TEMPLATE: String = "crash_autosave_%s_%s.tres"
Template for crash savegames filenames
SAVE_NAME_TEMPLATE
const SAVE_NAME_TEMPLATE: String = "save_%03d.tres"
Template for savegames filenames
SETTINGS_TEMPLATE
const SETTINGS_TEMPLATE: String = "settings.tres"
Template for settings filename
Property Descriptions
save_enabled
var save_enabled: bool = true
If true, saving a game is enabled. Else, saving is disabled
save_folder
var save_folder: String
Variable containing the saves folder obtained from Project Settings
crash_savegame_filename
var crash_savegame_filename: String
Filename of the latest crash savegame file
settings_folder
var settings_folder: String
Variable containing the settings folder obtained from Project Settings
Method Descriptions
get_saves_list
func get_saves_list() -> Dictionary
Return a list of savegames metadata (id, date, name and game version)
save_game_exists
func save_game_exists(id: int) -> bool
Returns true whether the savegame identified by id does exist
## Parameters
id: integer suffix of the savegame file
save_game
func save_game(id: int, p_savename: String)
Save the current state of the game in a file suffixed with the id value. This id can help with slots development for the game developer.
## Parameters
id: integer suffix of the savegame file
p_savename: name of the savegame
save_game_crash
func save_game_crash()
Performs an emergency savegame in case of crash.
load_game
func load_game(id: int)
Load a savegame file from its id.
## Parameters
id: integer suffix of the savegame file
save_settings
func save_settings()
Save the game settings in the settings file.
load_settings
func load_settings() -> Resource
Load the game settings from the settings file Returns The Resource structure loaded from settings file