extends Node var plantSpotDetails = {} func clear_plant_details(): plantSpotDetails = {} func get_all_plant_details(): return plantSpotDetails func add_plant_details(plantSpotName, details): plantSpotDetails[plantSpotName] = details func store_plant_spot_details(plantSpotName, plantSpot): var details = { state = plantSpot.currentState, item = plantSpot.currentItem, queuedStates = plantSpot.queuedStates, plantLives = plantSpot.plantLives, timeBoosted = plantSpot.timeBoosted } plantSpotDetails[plantSpotName] = details SaveManager.save_game() func get_plant_spot_details(plantSpotName): if plantSpotName in plantSpotDetails.keys(): return plantSpotDetails[plantSpotName] return null