50 lines
1.1 KiB
GDScript
50 lines
1.1 KiB
GDScript
class_name PersistentZoneDatabase
|
|
extends Resource
|
|
|
|
|
|
## Persistent Zone Database Resource
|
|
##
|
|
## This resource defines all [PersistentZoneInfo] entries for our game.
|
|
## This is used by our loading system to load the correct zone.
|
|
|
|
|
|
## This property is the array of supported zones
|
|
@export var zones : Array[PersistentZoneInfo] : set = _set_zones
|
|
|
|
|
|
# Items cache
|
|
var _cache := {}
|
|
|
|
# Items cache valid flag
|
|
var _cache_valid := false
|
|
|
|
|
|
## This method get an [PersistentZoneInfo] given its [param zone_id]. If no
|
|
## corresponding [PersistentZoneInfo] is found then this function returns null.
|
|
func get_zone(zone_id : String) -> PersistentZoneInfo:
|
|
# Populate the cache if necessary
|
|
if not _cache_valid:
|
|
_populate_cache()
|
|
|
|
return _cache.get(zone_id)
|
|
|
|
|
|
# Handle setting the items
|
|
func _set_zones(p_zones : Array[PersistentZoneInfo]) -> void:
|
|
# Save the new items
|
|
zones = p_zones
|
|
|
|
# Invalidate the cache
|
|
_cache_valid = false
|
|
|
|
|
|
# Populate the type cache
|
|
func _populate_cache() -> void:
|
|
# Populate the cache
|
|
_cache = {}
|
|
for zone in zones:
|
|
_cache[zone.zone_id] = zone
|
|
|
|
# Indicate the cache is valid
|
|
_cache_valid = true
|