Improvements to save and loading
Improvements to Chinthe animation logic Fix broken Godot Tool system and just use a more manual approach to setting map nodes Remove ItemDatabase from individual room scenes
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@@ -8,7 +8,7 @@ public interface IMaSaveFileManager
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{
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Task Save<T>(T gameData);
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Task<object?> Load();
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Task<T?> Load<T>();
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}
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public sealed class MaSaveFileManager : IMaSaveFileManager
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@@ -19,7 +19,7 @@ public sealed class MaSaveFileManager : IMaSaveFileManager
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public MaSaveFileManager(ISaveFileManager saveFileManager)
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{
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_saveFileManager = saveFileManager;
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_converters = [HealthComponentContext.Default, WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default];
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_converters = [WeaponTagEnumContext.Default, ItemTagEnumContext.Default, ElementTypeEnumContext.Default, AccessoryTagEnumContext.Default, ThrowableItemTagEnumContext.Default, UsableItemTagEnumContext.Default, BoxItemTagEnumContext.Default];
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}
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public async Task Save<T>(T gameData)
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@@ -27,5 +27,5 @@ public sealed class MaSaveFileManager : IMaSaveFileManager
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await _saveFileManager.WriteToFile(gameData, [.. _converters]);
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}
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public async Task<object?> Load() => await _saveFileManager.ReadFromFile([.. _converters]);
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public async Task<T?> Load<T>() => await _saveFileManager.ReadFromFile<T>([.. _converters]);
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}
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