using Godot; using System.Collections.Generic; using System.Linq; public partial class PartyManager : Node { public List PartyCreatureIds { get; private set; } = new(); [Export] public NodePath SaveManagerPath { get; set; } private SaveManager? _save; public override void _Ready() { _save = GetNodeOrNull(SaveManagerPath); if (_save == null) { GD.PrintErr("PartyManager: SaveManagerPath not set."); return; } // v0: party is all captured creatures (later: cap to 6 and add boxes) PartyCreatureIds = _save.State.CapturedCreatures.ToList(); GD.Print($"Party loaded: {string.Join(", ", PartyCreatureIds)}"); } public void AddToParty(string creatureId) { if (_save == null) return; _save.State.CapturedCreatures.Add(creatureId); _save.Save(); if (!PartyCreatureIds.Contains(creatureId)) PartyCreatureIds.Add(creatureId); GD.Print($"Party updated: {string.Join(", ", PartyCreatureIds)}"); } }