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@tool
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class_name Save
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extends Resource
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enum Difficulty {EASY, NORMAL, HARD}
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enum Projectile {BLAST, FIRE, ICE, LASER}
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@export var slot: int = 1
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@export var playtime: int = 0
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@export var difficulty: Difficulty = Difficulty.NORMAL
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@export var max_health: int = 100
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@export var xp: int = 0
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@export var room: String = "labs"
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@export var atk: int = 1
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@export var def: int = 1
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@export var con: int = 1
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@export var chg: int = 1
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@export var projectile: Projectile = Projectile.BLAST;
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@export var fire: bool = false
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@export var ice: bool = false
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@export var laser: bool = false
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@export var roll: bool = false
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@export var wall: bool = false
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@export var pound: bool = false
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@export var slice: bool = false
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@export var lock_1: bool = false
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@export var lock_2: bool = false
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@export var lock_3: bool = false
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func _init(save_slot: int):
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self.slot = save_slot
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func save_to_disk() -> Error:
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return ResourceSaver.save(self, "user://slot_%s.res" % self.slot)
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static func exists(save_slot: int) -> bool:
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return ResourceLoader.exists("user://slot_%s.res" % save_slot)
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static func load(save_slot: int) -> Save:
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if exists(save_slot):
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var save_data = ResourceLoader.load("user://slot_%s.res" % save_slot)
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if save_data is Save:
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return save_data
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return null
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