优化存档加载逻辑与命名方式;读取存档后自动加载场景

This commit is contained in:
cakipaul 2025-01-21 20:41:24 +08:00
parent 9e1e7f82f5
commit 675ae26d6a
15 changed files with 367 additions and 112 deletions

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@ -18,8 +18,14 @@
## 存档结构
- 开发阶段存档save0
- 正常继续游戏存档save1
- 存档命名为:"save"+三位数字
- 如果不足三位数字,则会忽略;超过三位数字不会忽略,可以正常读取
- 这是为了方便多存档功能进行文本排序等
- 开发阶段 debug 存档save000
- 开发阶段 index 页面进入的游戏存档save001
- 发行后,玩家游戏过程中,自动保存的存档编号范围(最多 10 个循环保存000-019
- 发行后,玩家游戏过程中,手动保存的存档编号范围(最多 10 个栏位050-059
- 发行后,玩家游戏过程中最多有以上 20 个存档
每个场景都有一份 GroundArchive 存档,通过 ArchiveManager.archive.ground_archive() 可以获得。

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@ -285,6 +285,7 @@ func show_dialogue_balloon_scene(balloon_scene, resource: DialogueResource, titl
balloon_scene = balloon_scene.instantiate()
var balloon: Node = balloon_scene
if balloon.get_parent() == null:
get_current_scene.call().add_child(balloon)
if balloon.has_method(&"start"):
balloon.start(resource, title, extra_game_states)

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@ -9,7 +9,7 @@ static var user_root_dir := "user://data/" # must end with "/"
static var archive_dir := "user://data/archives/"
static var archive_prefix := "save"
var archives: Array[int] # archive id list in ascending order
var archives := {}
var autosave_timer := Timer.new()
@ -30,7 +30,8 @@ func _ready() -> void:
if archives.size() == 0:
create_and_use_new_archive()
else:
GlobalConfigManager.config.current_selected_archive_id = archives[0]
# debug 模式下默认使用 0 号存档
GlobalConfigManager.config.current_selected_archive_id = 0
func _notification(what):
@ -48,34 +49,35 @@ func _notification(what):
func _on_archive_id_changed():
var selected_id = GlobalConfigManager.config.current_selected_archive_id
if selected_id < 0:
return
if archive:
if selected_id != archive.archive_id:
ResourceSaver.save(archive)
archive = null
else:
return
if selected_id < 0:
return
var path = archive_dir + archive_prefix + str(selected_id) + GlobalConfig.RES_FILE_FORMAT
archive = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_REPLACE_DEEP)
if !archive:
if not archives.has(selected_id):
create_and_use_new_archive(selected_id)
SceneManager.pop_notification("已创建新存档")
else:
load_archive()
# emit signal
archive_loaded.emit()
func check_autosave_options():
if not GlobalConfigManager.config.auto_save_enabled:
autosave_timer.stop()
elif archive and GlobalConfigManager.config.auto_save_seconds > 1:
if (
GlobalConfigManager.config.auto_save_enabled
and archive
and GlobalConfigManager.config.auto_save_seconds > 1
):
# reset left time
autosave_timer.stop()
autosave_timer.one_shot = false
autosave_timer.wait_time = GlobalConfigManager.config.auto_save_seconds
autosave_timer.start()
else:
autosave_timer.stop()
if GlobalConfig.DEBUG:
print(
"check_autosave_option: ",
@ -106,15 +108,24 @@ func _check_dirs_and_archives() -> bool:
_handle_load_error("存档目录", "读取")
# TODO pop up a dialog to inform the user
return false
archives.clear()
var files = archive_dir_access.get_files()
files.sort()
# get archive number
for file in files:
if file.begins_with(archive_prefix):
var id_str = file.substr(archive_prefix.length())
if file.begins_with(archive_prefix) and file.ends_with(GlobalConfig.RES_FILE_FORMAT):
var id_str = file.get_basename().substr(archive_prefix.length())
# 低于三位数的 id 会被忽略
if id_str.length() < 3:
continue
var id = int(id_str)
archives.append(id)
archives.sort()
# 读取范围是 0-99
if id < 0 or id > 99:
continue
var path = archive_dir + file
if not archives.has(id):
archives[id] = ResourceLoader.load(
path, "AssembledArchive", ResourceLoader.CACHE_MODE_REPLACE_DEEP
)
return true
@ -122,23 +133,35 @@ func _check_dirs_and_archives() -> bool:
func create_and_use_new_archive(id := -1) -> void:
_check_dirs_and_archives()
archive = AssembledArchive.new()
var archive_path = archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT
var archive_path = _get_archive_path(id)
if id < 0:
id = 0
# find a new id
archive_path = (archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT)
archive_path = _get_archive_path(id)
while FileAccess.file_exists(archive_path):
id += 1
archive_path = (archive_dir + archive_prefix + str(id) + GlobalConfig.RES_FILE_FORMAT)
archive_path = _get_archive_path(id)
archive.resource_path = archive_path
archive.archive_id = id
archive.created_time = Time.get_datetime_string_from_system(false, true)
ResourceSaver.save(archive, archive_path)
archives.append(id)
archives[id] = archive
# this will auto trigger signal and load the new archive
GlobalConfigManager.config.current_selected_archive_id = id
# 超过 999 个存档会出问题;不过这个游戏不会有这么多存档
func _get_archive_path(id: int) -> String:
var id_str := ""
if id < 10:
id_str = "00" + str(id)
elif id < 100:
id_str = "0" + str(id)
else:
id_str = str(id)
return archive_dir + archive_prefix + id_str + GlobalConfig.RES_FILE_FORMAT
func save_all() -> void:
# save config
var config = GlobalConfigManager.config
@ -147,6 +170,7 @@ func save_all() -> void:
# player_global_position
var player = SceneManager.get_player() as MainPlayer
# 在此处保存 player 的位置信息
if archive and player:
archive.player_global_position_x = player.global_position.x
archive.player_direction = player.facing_direction
@ -179,15 +203,14 @@ func load_config() -> void:
func load_archive() -> void:
_check_dirs_and_archives()
var selected_id = GlobalConfigManager.config.current_selected_archive_id
if archive and selected_id == archive.archive_id:
return
if not archives.has(selected_id):
_handle_load_error(str(selected_id) + " 号存档", "查找")
return
var path = archive_dir + archive_prefix + str(selected_id) + GlobalConfig.RES_FILE_FORMAT
archive = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_REPLACE_DEEP)
if !archive:
_handle_load_error(str(selected_id) + " 号存档", "加载")
return
archive.resource_path = path
archive = archives[selected_id]
# emit signal
archive_loaded.emit()
check_autosave_options()

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@ -1,13 +1,22 @@
class_name AssembledArchive extends Resource
@export var archive_id := 0
@export var entrance_portal := ""
@export var current_scene := "c00_s00":
# TODO: 注意设置游戏起点
@export var entrance_portal := "left"
@export var current_scene := "c01_s05":
set(val):
current_scene = val
if val and val.length() == 7:
if val and val.length() != 7:
printerr("[AssembledArchive] current_scene is not valid: " + val)
return
current_chapter = int(val.substr(1, 2))
current_section = int(val.substr(5))
# 尝试后台预先加载该场景
if GroundLoader.GROUND_SCENE_PATH_DICT.has(val):
var path = GroundLoader.GROUND_SCENE_PATH_DICT[val]
if GlobalConfig.DEBUG:
print("[AssembledArchive] preload scene: " + path)
ResourceLoader.load_threaded_request(path, "PackedScene")
# current_chapter and current_section are derived from current_scene
@export var current_chapter := 0
@export var current_section := 0

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@ -19,7 +19,6 @@ const CANVAS_LAYER_HD_ENTITY = 1
const CHARACTER_COLOR_MAP = {
"default": Color.LIGHT_SEA_GREEN,
"音效": Color.DARK_VIOLET, # 非 bug 模式时不显示
"吕萍": Color.ORANGE,
"": Color.MEDIUM_SEA_GREEN,
"获得": Color.WHITE,

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@ -9,14 +9,6 @@ enum VIBE {
@export var first_entered = true
var prop_bag_instance = preload("res://scene/prop/prop_bag.tscn").instantiate()
func _ready() -> void:
add_child(prop_bag_instance)
prop_bag_instance.visible = false
#### Ground and Loader ####
@ -133,16 +125,19 @@ func set_player_boundary(rect: Rect2) -> void:
printerr("Player node not found")
var balloon_node
func pop_debug_dialog_info(character: String, content: String):
if GlobalConfig.DEBUG:
if not is_instance_valid(balloon_node):
balloon_node = preload("res://scene/dialog/balloon_debug.tscn").instantiate()
var title = "title"
var body = "~ " + title + "\n"
body += character + ": " + content + "\n"
body += "=> END"
var res = DialogueManager.create_resource_from_text(body)
DialogueManager.show_dialogue_balloon_scene(
preload("res://scene/dialog/balloon_debug.tscn"), res, title
)
DialogueManager.show_dialogue_balloon_scene(balloon_node, res, title)
#### Prop ####
@ -219,14 +214,11 @@ func checkout_index_page():
get_tree().change_scene_to_packed(preload("res://scene/index_page.tscn"))
var prop_bag = preload("res://scene/prop/prop_bag.tscn")
func show_bag():
freeze_player(0)
prop_bag_instance.visible = true
func hide_bag():
release_player()
prop_bag_instance.visible = false
get_node("/root/Main").add_child(prop_bag.instantiate())
func quit_game():

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@ -0,0 +1,188 @@
extends CanvasLayer
@export var force_locale :String:
set(val):
force_locale = val
if force_locale:
TranslationServer.set_locale(force_locale)
@export var auto_play := true
## The action to use for advancing the dialogue
@export var next_action: StringName = &"interact"
## The action to use to skip typing the dialogue
@export var skip_action: StringName = &""
@onready var audio_stream_player: AudioStreamPlayer = $AudioStreamPlayer
@onready var balloon: Control = %Balloon
@onready var character_label: RichTextLabel = %CharacterLabel
@onready var dialogue_label: DialogueLabel = %DialogueLabel
@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
## The dialogue resource
var resource: DialogueResource
## Temporary game states
var temporary_game_states: Array = []
## See if we are waiting for the player
var is_waiting_for_input: bool = false
## See if we are running a long mutation and should hide the balloon
var will_hide_balloon: bool = false
const CHARACTER_COLOR_MAP = {
"音效": Color.DARK_VIOLET,
"default": Color.LIGHT_SALMON,
}
## The current line
var dialogue_line: DialogueLine:
set(next_dialogue_line):
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# The dialogue has finished so close the balloon
if not next_dialogue_line:
queue_free()
return
# If the node isn't ready yet then none of the labels will be ready yet either
if not is_node_ready():
await ready
dialogue_line = next_dialogue_line
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, "dialogue")
#主要角色颜色
if CHARACTER_COLOR_MAP.has(dialogue_line.character):
character_label.modulate = CHARACTER_COLOR_MAP[dialogue_line.character]
else:
character_label.modulate = CHARACTER_COLOR_MAP["default"]
#print(dialogue_line.character,character_label.modulate)
dialogue_label.hide()
_setup_content_text()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.set_responses(dialogue_line.responses)
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
await get_tree().create_timer(2.0).timeout
next(next_dialogue_line.next_id)
# 如果当前 line 运行结束,则 queue free 释放资源
if dialogue_line == next_dialogue_line:
queue_free()
func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_DIALOG
balloon.hide()
Engine.get_singleton("DialogueManager").mutated.connect(_on_mutated)
# If the responses menu doesn't have a next action set, use this one
if responses_menu.next_action.is_empty():
responses_menu.next_action = next_action
# 自定义获得文本,从 tags 中获取备注参数
func _setup_content_text() -> void:
var translation_key = dialogue_line.translation_key
var text
if translation_key:
text = tr(translation_key, "dialogue")
if text == translation_key:
text = dialogue_line.text
else:
text = dialogue_line.text
if dialogue_line.tags.has("shake"):
# eg. [shake rate=20 level=10][/shake]
text = "[shake rate=20 level=6]" + text + "[/shake]"
character_label.text = "[shake rate=20 level=6]" + character_label.text + "[/shake]"
if dialogue_line.tags.has("wave"):
# eg. [wave amp=25 freq=5][/wave]
text = "[wave amp=15 freq=5]" + text + "[/wave]"
character_label.text = "[wave amp=15 freq=5]" + character_label.text + "[/wave]"
if dialogue_line.tags.has("item"):
# orange color
text = "[color=orange]" + text + "[/color]"
dialogue_line.text = text
func _notification(what: int) -> void:
# Detect a change of locale and update the current dialogue line to show the new language
if what == NOTIFICATION_TRANSLATION_CHANGED and is_instance_valid(dialogue_label):
var visible_ratio = dialogue_label.visible_ratio
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
if visible_ratio < 1:
dialogue_label.skip_typing()
## Start some dialogue
func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
temporary_game_states = [self] + extra_game_states
is_waiting_for_input = false
resource = dialogue_resource
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
## Go to the next line
func next(next_id: String) -> void:
self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
#region Signals
func _on_mutated(_mutation: Dictionary) -> void:
is_waiting_for_input = false
will_hide_balloon = true
get_tree().create_timer(0.1).timeout.connect(func():
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
)
# debug balloon 无需接管输入事件
# func _unhandled_input(_event: InputEvent) -> void:
# # Only the balloon is allowed to handle input while it's showing
# get_viewport().set_input_as_handled()
# func _on_balloon_gui_input(event: InputEvent) -> void:
# # See if we need to skip typing of the dialogue
# if dialogue_label.is_typing:
# if event.is_action_pressed("interact") or event.is_action_pressed("cancel"):
# dialogue_label.skip_typing()
# get_viewport().set_input_as_handled()
# return
# # if not is_waiting_for_input: return
# if dialogue_line.responses.size() > 0: return
# # When there are no response options the balloon itself is the clickable thing
# # get_viewport().set_input_as_handled()
# #if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
# #next(dialogue_line.next_id)
# #elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
# #next(dialogue_line.next_id)
# if event.is_action_pressed("interact") or event.is_action_pressed("cancel"):
# # if event.is_action_pressed("interact") and get_viewport().gui_get_focus_owner() == balloon:
# get_viewport().set_input_as_handled()
# manually_skipped_line.emit()
# next(dialogue_line.next_id)
func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
next(response.next_id)
#endregion

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@ -1,6 +1,6 @@
[gd_scene load_steps=10 format=3 uid="uid://bni3dt3xcb72o"]
[ext_resource type="Script" path="res://scene/dialog/balloon.gd" id="1_vvk1n"]
[ext_resource type="Script" path="res://scene/dialog/balloon_debug.gd" id="1_jfh0c"]
[ext_resource type="FontFile" uid="uid://dr8bp6p7byb37" path="res://asset/font/字体/方正楷体简体.TTF" id="2_qwe3r"]
[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="3_jo1vi"]
[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="4_4netn"]
@ -58,7 +58,7 @@ Panel/styles/panel = SubResource("StyleBoxEmpty_jydvi")
[node name="Balloon" type="CanvasLayer"]
layer = 100
script = ExtResource("1_vvk1n")
script = ExtResource("1_jfh0c")
metadata/_edit_vertical_guides_ = [-78.0]
metadata/_edit_horizontal_guides_ = [276.0]
@ -134,7 +134,8 @@ theme_override_constants/shadow_offset_x = 1
theme_override_font_sizes/normal_font_size = 9
text = "Dialogue..."
autowrap_mode = 0
seconds_per_step = 0.06
seconds_per_step = 0.01
seconds_per_pause_step = 0.01
[node name="Responses" type="MarginContainer" parent="Balloon"]
layout_mode = 1

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@ -21,18 +21,31 @@ var first_entered := true
var ground: Ground2D
var display_mask_time = 0.0
var scenes_dir = "res://scene/ground/scene/"
static func _static_init() -> void:
_read_grounds()
# 场景名字映射到路径
var ground_scene_path_dict = {}
static var GROUND_SCENE_PATH_DICT = {}
static func _read_grounds() -> void:
var scenes_dir = "res://scene/ground/scene/"
# read grounds
var dir = DirAccess.open(scenes_dir)
for c_dir in dir.get_directories():
var c_path = scenes_dir + c_dir + "/"
for s_file in DirAccess.open(c_path).get_files():
if s_file.ends_with(".tscn"):
var s_path = c_path + s_file
GROUND_SCENE_PATH_DICT[c_dir.substr(0, 3) + "_" + s_file.substr(0, 3)] = s_path
func _ready() -> void:
mask_layer.layer = GlobalConfig.CANVAS_LAYER_GROUND_MASK
mask.visible = true
mask.color.a = 0.0
# grounds
_read_grounds()
ground = get_node_or_null("Ground") as Ground2D
if ground:
ground.queue_free()
@ -43,22 +56,6 @@ func _ready() -> void:
transition_to_scene(current_scene, entrance_portal, true)
func _read_grounds() -> void:
# read grounds
var dir = DirAccess.open(scenes_dir)
for c_dir in dir.get_directories():
var c_path = scenes_dir + c_dir + "/"
for s_file in DirAccess.open(c_path).get_files():
if s_file.ends_with(".tscn"):
var s_path = c_path + s_file
ground_scene_path_dict[c_dir.substr(0, 3) + "_" + s_file.substr(0, 3)] = s_path
# # 确保每个 ground 都初始化 archive
# for key in ground_scene_path_dict.keys():
# if GlobalConfig.DEBUG:
# print("check ground_archive:", key)
# ArchiveManager.archive.ground_archive(key)
func _load_save():
# 强制覆盖 archive 记录
if force_archive_scene or force_archive_portal:
@ -89,7 +86,7 @@ func _toggle_mask(display: bool, _immediately: bool) -> Tween:
func transition_to_scene(scene_name: String, portal: String, immediately: bool) -> void:
var scene_path = ground_scene_path_dict.get(scene_name)
var scene_path = GROUND_SCENE_PATH_DICT.get(scene_name)
if scene_path:
current_scene = scene_name
entrance_portal = portal
@ -153,9 +150,9 @@ func _update_player_position_from_archive():
func _load_ground_node(scene_name: String) -> Node2D:
if not ground_scene_path_dict.has(scene_name):
if not GROUND_SCENE_PATH_DICT.has(scene_name):
return null
var path = ground_scene_path_dict[scene_name]
var path = GROUND_SCENE_PATH_DICT[scene_name]
var scene = ResourceLoader.load(path) as PackedScene
if scene:
var instance = scene.instantiate() as Node2D
@ -177,11 +174,11 @@ func _post_transition():
var portal = node as Portal2D
if not portal or not portal.target_scene:
continue
if ground_scene_path_dict.has(portal.target_scene):
if GROUND_SCENE_PATH_DICT.has(portal.target_scene):
scene_names.append(portal.target_scene)
if scene_names:
for scene_name in scene_names:
ResourceLoader.load_threaded_request(ground_scene_path_dict[scene_name])
ResourceLoader.load_threaded_request(GROUND_SCENE_PATH_DICT[scene_name])
if GlobalConfig.DEBUG:
print("preload neighbor scenes:", scene_names)
@ -192,7 +189,7 @@ var last_modify_time = 0
# DEBUG 时重新加载资源
func _watch_scene_update():
var scene_path = ground_scene_path_dict[current_scene]
var scene_path = GROUND_SCENE_PATH_DICT[current_scene]
if scene_path:
last_modify_time = FileAccess.get_modified_time(scene_path)
if not update_watcher:

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@ -8,6 +8,7 @@ var paper: Interactable2D
var right_door: Portal2D
var piano: Interactable2D
# 覆盖该方法
func _default_data() -> Dictionary:
return {}
@ -94,5 +95,22 @@ func _on_paper_interacted():
SceneManager.pop_debug_dialog_info("音效", "开门声")
$"../sfx_door_open".play()
# 钢琴音效,每次按下播放不同音符
# 最长间隔时间
var piano_time_epsilon := 2.0
# 钢琴音符最大编号
var piano_id_max := 10
var piano_last_played_time := 0.0
var piano_id := 0
func _on_piano_interacted():
SceneManager.freeze_and_play(0.0, "钢琴")
# 播放音符
var now = Time.get_ticks_msec()
if now - piano_last_played_time < piano_time_epsilon * 1000:
piano_id = wrapi(piano_id + 1, 0, piano_id_max)
else:
piano_id = 0
piano_last_played_time = now
SceneManager.pop_debug_dialog_info("音效", "钢琴声: " + str(piano_id))

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@ -51,8 +51,8 @@ func _on_resume_pressed():
if GlobalConfig.DEBUG:
print("Resume")
if ArchiveManager.archives.has(1):
# 设置 current_selected_archive_id 后,存档会自动加载
GlobalConfigManager.config.current_selected_archive_id = 1
ArchiveManager.load_archive()
else:
ArchiveManager.create_and_use_new_archive(1)
_enter_main_scene()

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@ -1,5 +1,24 @@
extends CanvasLayer
extends Panel
func _ready():
layer = GlobalConfig.CANVAS_LAYER_BAG
get_parent().layer = GlobalConfig.CANVAS_LAYER_BAG
_load_inventory()
SceneManager.lock_player()
get_tree().paused = true
func _load_inventory():
pass
func _unhandled_input(event: InputEvent) -> void:
if (
event.is_action_pressed("bag")
or event.is_action_pressed("cancel")
or event.is_action_pressed("escape")
):
get_viewport().set_input_as_handled()
get_tree().paused = false
SceneManager.unlock_player()
queue_free()

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@ -4,17 +4,17 @@
[ext_resource type="Texture2D" uid="uid://dsj3l0baqg1g7" path="res://asset/art/ui/小蝶笔记.png" id="2_3s314"]
[node name="PropBag" type="CanvasLayer"]
script = ExtResource("1_f3hpu")
process_mode = 3
[node name="Control" type="Control" parent="."]
layout_mode = 3
[node name="Bag" type="Panel" parent="."]
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_f3hpu")
[node name="TextureRect" type="TextureRect" parent="Control"]
[node name="TextureRect" type="TextureRect" parent="Bag"]
layout_mode = 1
anchors_preset = 14
anchor_top = 0.5
@ -28,7 +28,7 @@ texture = ExtResource("2_3s314")
expand_mode = 5
stretch_mode = 2
[node name="GridContainer" type="GridContainer" parent="Control"]
[node name="GridContainer" type="GridContainer" parent="Bag"]
custom_minimum_size = Vector2(270, 120)
layout_mode = 1
anchors_preset = 8
@ -44,66 +44,66 @@ grow_horizontal = 2
grow_vertical = 2
columns = 9
[node name="Panel" type="Panel" parent="Control/GridContainer"]
[node name="Panel" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel2" type="Panel" parent="Control/GridContainer"]
[node name="Panel2" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel3" type="Panel" parent="Control/GridContainer"]
[node name="Panel3" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel4" type="Panel" parent="Control/GridContainer"]
[node name="Panel4" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel5" type="Panel" parent="Control/GridContainer"]
[node name="Panel5" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel6" type="Panel" parent="Control/GridContainer"]
[node name="Panel6" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel7" type="Panel" parent="Control/GridContainer"]
[node name="Panel7" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel8" type="Panel" parent="Control/GridContainer"]
[node name="Panel8" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel9" type="Panel" parent="Control/GridContainer"]
[node name="Panel9" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel10" type="Panel" parent="Control/GridContainer"]
[node name="Panel10" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel11" type="Panel" parent="Control/GridContainer"]
[node name="Panel11" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel12" type="Panel" parent="Control/GridContainer"]
[node name="Panel12" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel13" type="Panel" parent="Control/GridContainer"]
[node name="Panel13" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel14" type="Panel" parent="Control/GridContainer"]
[node name="Panel14" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel15" type="Panel" parent="Control/GridContainer"]
[node name="Panel15" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2
[node name="Panel16" type="Panel" parent="Control/GridContainer"]
[node name="Panel16" type="Panel" parent="Bag/GridContainer"]
custom_minimum_size = Vector2(30, 30)
layout_mode = 2

View File

@ -11,6 +11,7 @@
[ext_resource type="Texture2D" uid="uid://d03la4d2swk0k" path="res://asset/art/ui/hud/pressed_right.png" id="11_a512b"]
[node name="PropHUD" type="Control"]
process_mode = 3
custom_minimum_size = Vector2(600, 500)
layout_mode = 3
anchors_preset = 0

View File

@ -87,8 +87,9 @@ func _on_autosave_box_toggled(is_pressed: bool) -> void:
func _on_autosave_time_edit_text_submitted(_text = null) -> void:
var seconds = autosave_time_edit.text.to_int()
if seconds < 0:
seconds = 0
# limit the value, at least 10 seconds
if seconds < 10:
seconds = 10
autosave_time_edit.text = str(seconds)
GlobalConfigManager.config.auto_save_seconds = seconds