extends Node var save_path : String = "user://librarySave.tres" var save : LibrarySave # nozzles here or in save maybe? # Called when the node enters the scene tree for the first time. func _ready() -> void: load_data() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass func load_data(): # check if save file exists print("real? " + str(FileAccess.file_exists(save_path))) if FileAccess.file_exists(save_path): print("yes, loading...") save = ResourceLoader.load(save_path) as LibrarySave print(save) #save = load(save_path) as GameSave else: print("nope, creating...") save_new() pass func save_data(): ResourceSaver.save(save, save_path) pass func save_new(): #data = FileAccess.open(save_path, FileAccess.WRITE_READ) save = LibrarySave.new() var error = ResourceSaver.save(save, save_path) print(error) func list_printers() -> String: var response : String = "Current Printers:" for printer : Printer in save.printers: response += "\n- " + printer.list_string() return response func printer_choies() -> Array[Dictionary]: var printer_names : Array[Dictionary] = [] for printer : Printer in save.printers: printer_names.append(ApplicationCommand.choice(printer.name, printer.name)) return printer_names func printer_choices_string() -> Array[String]: var printer_names : Array[String] = [] for printer : Printer in save.printers: printer_names.append(printer.name) return printer_names