Chickensoft.SaveFileBuilder
1.0.0
See the version list below for details.
dotnet add package Chickensoft.SaveFileBuilder --version 1.0.0
NuGet\Install-Package Chickensoft.SaveFileBuilder -Version 1.0.0
<PackageReference Include="Chickensoft.SaveFileBuilder" Version="1.0.0" />
paket add Chickensoft.SaveFileBuilder --version 1.0.0
#r "nuget: Chickensoft.SaveFileBuilder, 1.0.0"
// Install Chickensoft.SaveFileBuilder as a Cake Addin #addin nuget:?package=Chickensoft.SaveFileBuilder&version=1.0.0 // Install Chickensoft.SaveFileBuilder as a Cake Tool #tool nuget:?package=Chickensoft.SaveFileBuilder&version=1.0.0
👽 SaveFileBuilder
Compose chunks of save data into a single data type by creating loosely coupled save chunks at various points in the scene tree.
<p align="center"> <img alt="Chickensoft.SaveFileBuilder" src="Chickensoft.SaveFileBuilder/icon.png" width="200"> </p>
🥚 Getting Started
Find the latest version of Chickensoft.SaveFileBuilder
on nuget.
dotnet add package Chickensoft.SaveFileBuilder
📄 SaveFile and Root SaveChunk
Find the highest node in your scene tree that needs to be concerned with save data to use as the root of your save file. Use AutoInject to provide the root save chunk to all its descendant nodes.
[!TIP] Check out the Chickensoft Game Demo for a complete, working example of using SaveFileBuilder to save composed states of everything that needs to be persisted in a game.
using Chickensoft.Introspection;
using Chickensoft.AutoInject;
using Chickensoft.SaveFileBuilder;
using Godot;
[Meta(typeof(IAutoNode))]
public partial class Game : Node3D {
public SaveFile<GameData> SaveFile { get; set; } = default!;
// Provide the root save chunk to all descendant nodes.
ISaveChunk<GameData> IProvide<ISaveChunk<GameData>>.Value() => SaveFile.Root;
public void Setup() {
SaveFile = new SaveFile<GameData>(
root: new SaveChunk<GameData>(
onSave: (chunk) => {
// Use root chunk to get child chunks that were added to us
// lower in the scene tree.
var gameData = new GameData() {
MapData = chunk.GetChunkSaveData<MapData>(),
PlayerData = chunk.GetChunkSaveData<PlayerData>(),
PlayerCameraData = chunk.GetChunkSaveData<PlayerCameraData>()
};
return gameData;
},
onLoad: (chunk, data) => {
// Break up the game data and send it to the child chunks so that
// they can load the data into the nodes they belong to.
chunk.LoadChunkSaveData(data.MapData);
chunk.LoadChunkSaveData(data.PlayerData);
chunk.LoadChunkSaveData(data.PlayerCameraData);
}
),
onSave: async (GameData data) => {
// Save the game data to disk.
var json = JsonSerializer.Serialize(data, JsonOptions);
await FileSystem.File.WriteAllTextAsync(SaveFilePath, json);
},
onLoad: async () => {
// Load the game data from disk.
if (!FileSystem.File.Exists(SaveFilePath)) {
GD.Print("No save file to load :'(");
return null;
}
var json = await FileSystem.File.ReadAllTextAsync(SaveFilePath);
return JsonSerializer.Deserialize<GameData>(json, JsonOptions);
}
);
...
}
}
🍪 Defining Save Chunks
SaveChunks are smaller pieces of save data that are composed together into the overall save file's data. Simply add a chunk to a descendant node of the scene with the root SaveChunk and register it with the root save chunk once you've resolved dependencies with AutoInject.
[Meta(typeof(IAutoNode))]
public partial class Player : CharacterBody3D {
[Dependency]
public ISaveChunk<GameData> GameChunk => this.DependOn<ISaveChunk<GameData>>();
public ISaveChunk<PlayerData> PlayerChunk { get; set; } = default!;
public void Setup() {
...
PlayerChunk = new SaveChunk<PlayerData>(
onSave: (chunk) => new PlayerData() {
GlobalTransform = GlobalTransform,
StateMachine = (PlayerLogic)PlayerLogic,
Velocity = Velocity
},
onLoad: (chunk, data) => {
GlobalTransform = data.GlobalTransform;
Velocity = data.Velocity;
PlayerLogic.RestoreFrom(data.StateMachine);
PlayerLogic.Start();
}
);
...
}
public void OnResolved() {
// Add a child to our parent save chunk (the game chunk) so that it can
// look up the player chunk when loading and saving the game.
GameChunk.AddChunk(PlayerChunk);
...
}
}
Once a save chunk has been added to a parent save chunk, the parent save chunk can access it from the callbacks specified by onSave
and onLoad
, querying its data or forcing it load data into its node.
[!TIP] You can define easily serializable types, as well as serialize entire LogicBlocks with Chickensoft.Serialization.
🐣 Package generated from a 🐤 Chickensoft Template — https://chickensoft.games
Product | Versions Compatible and additional computed target framework versions. |
---|---|
.NET | net7.0 is compatible. net7.0-android was computed. net7.0-ios was computed. net7.0-maccatalyst was computed. net7.0-macos was computed. net7.0-tvos was computed. net7.0-windows was computed. net8.0 was computed. net8.0-android was computed. net8.0-browser was computed. net8.0-ios was computed. net8.0-maccatalyst was computed. net8.0-macos was computed. net8.0-tvos was computed. net8.0-windows was computed. |
-
net7.0
- Chickensoft.Collections (>= 1.7.0)
NuGet packages
This package is not used by any NuGet packages.
GitHub repositories (1)
Showing the top 1 popular GitHub repositories that depend on Chickensoft.SaveFileBuilder:
Repository | Stars |
---|---|
chickensoft-games/GameDemo
The Chickensoft Game Demo — a fully tested, third-person 3D game built with Godot and C#. Now with saving and loading!
|
SaveFileBuilder release.