Wired in the encounters triggering and saving

This commit is contained in:
Sebastian Bularca
2026-05-21 23:49:28 +02:00
parent 27b7aeee46
commit 8aea6f7eb3
9 changed files with 140 additions and 38 deletions

View File

@@ -36,7 +36,14 @@ namespace Nox.Game {
gameDataState.activeSessionId = latestSession.sessionId;
gameDataState.savedPartyPosition = saveData.partyPosition.ToVector3();
gameDataState.ActiveParty = saveData.activeParty;
adventureData = saveData.adventureData;
adventureData.isPartyMoving = saveData.adventureData.isPartyMoving;
adventureData.isEncounterActive = saveData.adventureData.isEncounterActive;
adventureData.currentDay = saveData.adventureData.currentDay;
adventureData.suppliesAvailable = saveData.adventureData.suppliesAvailable;
adventureData.currentTime = saveData.adventureData.currentTime;
adventureData.currentDayPhase = saveData.adventureData.currentDayPhase;
adventureData.completedEncounterIds.Clear();
adventureData.completedEncounterIds.AddRange(saveData.adventureData.completedEncounterIds);
if(gameLogStore != null && saveData.gameLogData != null) {
gameLogStore.RestoreFromSaveData(saveData.gameLogData);