39 lines
1.8 KiB
GDScript
39 lines
1.8 KiB
GDScript
extends Control
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@onready var save_button: Button = $HBoxContainer/Part_1/Save
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@onready var play_menu_button: Button = $HBoxContainer/Part_4/Menu
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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save_button.pressed.connect(_on_save_button_pressed)
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play_menu_button.pressed.connect(_on_play_menu_button_pressed)
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# 当保存按钮被按下时调用的函数
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func _on_save_button_pressed() -> void:
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print("UI_Bottom_Info: Save button pressed by player.")
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# 检查 SaveLoadManager 是否可用 (它应该是一个 Autoload 单例)
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if SaveLoadManager:
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print("UI_Bottom_Info: Calling SaveLoadManager.save_game(1)...")
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# 调用存档管理器的 save_game 函数,暂时硬编码使用槽位 1
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var save_successful: bool = SaveLoadManager.save_game(1)
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# 根据存档结果输出反馈信息
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if save_successful:
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print("UI_Bottom_Info: SaveLoadManager reported save successful.")
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var notice = get_tree().get_first_node_in_group("notice")
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notice._start("保存成功", null)
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# 这里可以添加更友好的用户反馈,例如显示一个短暂的 "保存成功" 标签
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# get_tree().call_group("feedback_ui", "show_message", "保存成功!") # 示例:假设有反馈UI组
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else:
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printerr("UI_Bottom_Info: SaveLoadManager reported save failed.")
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# 这里可以添加用户反馈,例如显示 "保存失败"
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# get_tree().call_group("feedback_ui", "show_message", "保存失败!请检查日志。") # 示例
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else:
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# 如果 SaveLoadManager 未正确配置为 Autoload,则打印错误
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printerr("UI_Bottom_Info Error: SaveLoadManager Autoload not found! Cannot save game.")
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func _on_play_menu_button_pressed() -> void:
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var play_menu = get_tree().get_first_node_in_group("play_menu")
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play_menu.show_menu()
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