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8 Commits

22 changed files with 509 additions and 33 deletions
+4 -2
View File
@@ -160,9 +160,11 @@ libraries = {
&"": SubResource("AnimationLibrary_54k4r")
}
[node name="InteractionArea" parent="." node_paths=PackedStringArray("_spritesToOutline") instance=ExtResource("15_uo3dh")]
[node name="InteractionArea" parent="." instance=ExtResource("15_uo3dh")]
position = Vector2(18, -250)
_spritesToOutline = [NodePath("../Duck rendered")]
_sceneKeyProvider = null
_saveId = "f99549a9-c97e-45a4-b3c9-4bac23fe6fe7"
_outlineMaterial = null
[node name="CollisionShape3D" parent="InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_uo3dh")
+1
View File
@@ -34,6 +34,7 @@ Signal_Debugger="*res://addons/SignalVisualizer/Debugger/SignalDebugger.gd"
FightWorldAutoload="*res://prefabs/fight/fight_world_autoload.tscn"
FieldService="*res://scripts/CSharp/Common/Farming/FieldService.cs"
SaveGameManager="*res://scripts/CSharp/Common/Savegame/SaveGameManager.cs"
SettingsSaveController="*res://scripts/CSharp/Common/Savegame/SettingsSaveController.cs"
[dialogic]
+5 -2
View File
@@ -1,10 +1,13 @@
[gd_scene load_steps=2 format=3 uid="uid://bopv10dqm1knc"]
[gd_scene load_steps=3 format=3 uid="uid://bopv10dqm1knc"]
[ext_resource type="PackedScene" uid="uid://c6wnoif01ltld" path="res://scenes/Babushka_scene_startMenu.tscn" id="1_15ton"]
[ext_resource type="Script" uid="uid://bbp0dyddwdbl8" path="res://scripts/CSharp/Common/Savegame/WindowSettingsSync.cs" id="2_d3jfo"]
[node name="BabushkaSceneBootstrap" type="Node2D"]
[node name="BabushkaSceneStartMenu" parent="." instance=ExtResource("1_15ton")]
_sceneNamesToLoad = PackedStringArray("res://scenes/Babushka_scene_farm_outside_2d.tscn")
[node name="SceneParent" type="Node" parent="."]
[node name="WindowSettings" type="Node" parent="."]
script = ExtResource("2_d3jfo")
+35 -3
View File
@@ -1,4 +1,4 @@
[gd_scene load_steps=116 format=3 uid="uid://gigb28qk8t12"]
[gd_scene load_steps=121 format=3 uid="uid://gigb28qk8t12"]
[ext_resource type="PackedScene" uid="uid://c25udixd5m6l0" path="res://prefabs/characters/Player2D.tscn" id="1_7wfwe"]
[ext_resource type="Texture2D" uid="uid://8sr11ex30n0m" path="res://art/mockups/Kenney_Backgrounds/Samples/uncolored_hills.png" id="2_7b2ri"]
@@ -38,7 +38,6 @@
[ext_resource type="Resource" uid="uid://d1uuxp1lp4aro" path="res://resources/items/tomato_seed.tres" id="35_64mdn"]
[ext_resource type="Texture2D" uid="uid://65e44yde224q" path="res://art/farm/Babushka_house_01.png" id="36_e5b7x"]
[ext_resource type="Resource" uid="uid://duq7tshxv6uhp" path="res://resources/items/beet_seed.tres" id="36_fv1t2"]
[ext_resource type="Texture2D" uid="uid://cyyxqmphcrjj" path="res://art/farm/farming/farmobjekte/tomaten/tomaten_template.png" id="36_l7ekk"]
[ext_resource type="AudioStream" uid="uid://cfqg50am0swb7" path="res://audio/Music/Farming_90BPM_69Bars_Loop.wav" id="37_8ey8m"]
[ext_resource type="AudioStream" uid="uid://dku1rq5cocisg" path="res://audio/Music/Farming_90BPM_69Bars.wav" id="37_di1ed"]
[ext_resource type="Shader" uid="uid://braevmqauoek7" path="res://shader/swaying_plant.gdshader" id="37_taxvr"]
@@ -79,6 +78,7 @@
[ext_resource type="Script" uid="uid://dih1b0opgc3f7" path="res://scripts/GdScript/dialogic_start_specific.gd" id="77_l7ekk"]
[ext_resource type="Resource" uid="uid://tt3d166mntmi" path="res://resources/low code/farming/var_sceneNameProvider.tres" id="77_xcwle"]
[ext_resource type="PackedScene" uid="uid://b1d2e7ely6hyw" path="res://prefabs/farm/base_field.tscn" id="78_xcwle"]
[ext_resource type="Script" uid="uid://iquhbkr7pqeg" path="res://scripts/CSharp/Common/Savegame/SaveCheats.cs" id="79_065st"]
[sub_resource type="ShaderMaterial" id="ShaderMaterial_wtdui"]
shader = ExtResource("13_7p0hq")
@@ -236,6 +236,20 @@ shader_parameter/value_mult = 1.0
shader_parameter/brightness_add = 0.0
shader_parameter/contrast_mult = 1.0
[sub_resource type="CircleShape2D" id="CircleShape2D_065st"]
resource_local_to_scene = true
radius = 200.0
[sub_resource type="ViewportTexture" id="ViewportTexture_w1kgo"]
viewport_path = NodePath("SubViewport")
[sub_resource type="CircleShape2D" id="CircleShape2D_w1kgo"]
resource_local_to_scene = true
radius = 200.0
[sub_resource type="ViewportTexture" id="ViewportTexture_q1g8e"]
viewport_path = NodePath("SubViewport")
[sub_resource type="AudioStreamPlaylist" id="AudioStreamPlaylist_ceriq"]
loop = false
stream_count = 1
@@ -2243,7 +2257,6 @@ position = Vector2(-113.561, 193.035)
shape = SubResource("RectangleShape2D_2vojv")
[node name="ducks" type="Node2D" parent="YSorted"]
visible = false
z_index = 1
y_sort_enabled = true
script = ExtResource("49_uxa2m")
@@ -2255,12 +2268,24 @@ y_sort_enabled = false
position = Vector2(4374, 2652)
_penTarget = NodePath("../../pen/penSlot1")
[node name="CollisionShape3D" parent="YSorted/ducks/Duck2/InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_065st")
[node name="Duck rendered" parent="YSorted/ducks/Duck2" index="3"]
texture = SubResource("ViewportTexture_w1kgo")
[node name="Duck3" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
z_index = 0
y_sort_enabled = false
position = Vector2(9259, 3194)
_penTarget = NodePath("../../pen/penSlot2")
[node name="CollisionShape3D" parent="YSorted/ducks/Duck3/InteractionArea/Area2D" index="0"]
shape = SubResource("CircleShape2D_w1kgo")
[node name="Duck rendered" parent="YSorted/ducks/Duck3" index="3"]
texture = SubResource("ViewportTexture_q1g8e")
[node name="Duck4" parent="YSorted/ducks" node_paths=PackedStringArray("_penTarget") instance=ExtResource("62_i36hd")]
z_index = 0
y_sort_enabled = false
@@ -2509,6 +2534,9 @@ script = ExtResource("76_l7ekk")
_variableResource = ExtResource("77_xcwle")
_payloadToSet = "farmOutside"
[node name="SaveGameCheat" type="Node" parent="."]
script = ExtResource("79_065st")
[connection signal="FilledWateringCan" from="YSorted/Vesna" to="Audio/SFX/FillWater SFX2" method="PlayOneShot"]
[connection signal="InteractedTool" from="YSorted/Well/InteractionArea" to="YSorted/Vesna" method="TryFillWateringCan"]
[connection signal="SuccessfulPickUp" from="YSorted/CanGenericPickup" to="YSorted/Vesna" method="HandlePickUp"]
@@ -2541,6 +2569,10 @@ _payloadToSet = "farmOutside"
[editable path="YSorted/SeedPickup2"]
[editable path="YSorted/SeedPickup2/PickupInteractionArea"]
[editable path="YSorted/Blocker/InteractionArea"]
[editable path="YSorted/ducks/Duck2"]
[editable path="YSorted/ducks/Duck2/InteractionArea"]
[editable path="YSorted/ducks/Duck3"]
[editable path="YSorted/ducks/Duck3/InteractionArea"]
[editable path="YSorted/trash/trashObject2"]
[editable path="YSorted/trash/trashObject3"]
[editable path="YSorted/trash/trashObject4"]
@@ -1,13 +1,20 @@
using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Savegame;
using Babushka.scripts.CSharp.Common.Services;
using Godot;
using Godot.Collections;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
public partial class InteractionArea2D : Node2D
[Tool]
public partial class InteractionArea2D : Node2D, ISaveable
{
[ExportGroup("Persistence")]
[Export] public Babushka.scripts.CSharp.Low_Code.Variables.VariableResource _sceneKeyProvider;
[Export] private string _saveId;
[ExportGroup("Settings")]
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private bool _active = true;
@@ -18,6 +25,7 @@ public partial class InteractionArea2D : Node2D
[Export] private int _id = -1; // TODO: remove
private Material[] _backupMaterials;
private int _interactionCounter;
[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
@@ -40,9 +48,10 @@ public partial class InteractionArea2D : Node2D
{
_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
}
LoadFromSaveData();
}
public void OnPlayerEntered(Node2D player)
{
if (!_active || !InputService.Instance.InputEnabled)
@@ -105,11 +114,18 @@ public partial class InteractionArea2D : Node2D
}
}
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
Interact();
UpdateSaveData();
}
}
private void Interact()
{
EmitSignal(SignalName.InteractedTool, _id);
EmitSignal(SignalName.Interacted);
_interactionCounter++;
}
public void SetSpriteActiveState(bool success, int id) // TODO: remove
{
if (!_active)
@@ -121,4 +137,39 @@ public partial class InteractionArea2D : Node2D
_active = !_active;
_label.Hide();
}
#region SAVE AND LOAD
public void UpdateSaveData()
{
var payloadData = new Dictionary<string, Variant>
{
{ "interaction_counter", _interactionCounter }
};
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), _saveId, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = _saveId;
int counter = 0;
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
if (save.TryGetValue("interaction_counter", out Variant interactionCounterVar))
{
counter = interactionCounterVar.AsInt32();
}
}
for (int i = 0; i < counter; i++)
{
Interact();
}
}
#endregion
}
@@ -13,7 +13,7 @@ namespace Babushka.scripts.CSharp.Common.Farming;
/// Defines the behaviour of the field, i.e. interactions, states and effects.
/// </summary>
[GlobalClass]
public partial class FieldBehaviour2D : Sprite2D
public partial class FieldBehaviour2D : Sprite2D, ISaveable
{
[ExportGroup("Persistence")]
[Export] public string SaveId = "";
@@ -185,10 +185,6 @@ public partial class FieldBehaviour2D : Sprite2D
public void UpdateSaveData()
{
var saveData = new SaveData();
saveData.SceneName = _sceneKeyProvider.Payload.AsString();
saveData.Id = SaveId + _fieldIndex.Payload.AsString();
var payloadData = new Dictionary<string, Variant>
{
{ "field_state", (int)FieldState }
@@ -206,17 +202,15 @@ public partial class FieldBehaviour2D : Sprite2D
);
}
saveData.JsonPayload = Json.Stringify(payloadData, indent: "\t");
SavegameService.AppendSave(saveData);
SavegameService.AppendDataToSave(_sceneKeyProvider.Payload.AsString(), SaveId + _fieldIndex.Payload.AsString(), payloadData);
}
public void LoadFromSaveData()
{
var sceneName = _sceneKeyProvider.Payload.AsString();
var id = SaveId + _fieldIndex.Payload.AsString();
string jsonPayload = SavegameService.GetSaveData(sceneName, id);
Dictionary<string, Variant> save = Json.ParseString(jsonPayload).AsGodotDictionary<string, Variant>();
Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
@@ -3,10 +3,11 @@ using System;
using Godot;
using System.Collections.Generic;
using System.Linq;
using Babushka.scripts.CSharp.Common.Savegame;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryInstance : Node
public partial class InventoryInstance : Node, ISaveable
{
private List<InventorySlot> _slots = new();
public IReadOnlyList<InventorySlot> Slots => _slots;
@@ -17,6 +18,9 @@ public partial class InventoryInstance : Node
[Signal]
public delegate void InventoryContentsChangedEventHandler();
private const string SCENE_NAME = "inventory";
private const string ID = "instace";
/// <summary>
/// The total amount of Inventoryslots in the inventory (empty and occupied).
/// </summary>
@@ -42,6 +46,19 @@ public partial class InventoryInstance : Node
}
}
public override void _EnterTree()
{
LoadFromSaveData();
InventoryContentsChanged += UpdateSaveData;
SlotAmountChanged += UpdateSaveData;
}
public override void _ExitTree()
{
InventoryContentsChanged -= UpdateSaveData;
SlotAmountChanged -= UpdateSaveData;
}
public InventoryActionResult AddItem(ItemInstance newItem)
{
var result = AddItemAndStackRecursive(newItem, 0);
@@ -156,4 +173,50 @@ public partial class InventoryInstance : Node
{
return items.All(HasItems);
}
#region SAVE AND LOAD
public void UpdateSaveData()
{
var payloadData = new Godot.Collections.Dictionary<string, Variant>();
for (int i = 0; i < _slots.Count; i++)
{
if (!_slots[i].IsEmpty())
{
string key = i.ToString();
string[] value = new string[2];
value[0] = _slots[i].itemInstance.blueprint.ResourcePath;
value[1] = _slots[i].itemInstance.amount.ToString();
payloadData.Add(key,value);
}
}
SavegameService.AppendDataToSave(SCENE_NAME, ID, payloadData);
}
public void LoadFromSaveData()
{
var sceneName = SCENE_NAME;
var id = ID;
Godot.Collections.Dictionary<string, Variant> save = SavegameService.GetSaveData(sceneName, id);
if (save.Count > 0)
{
for (int i = 0; i < _slots.Count; i++)
{
if (save.TryGetValue(i.ToString(), out Variant inventoryItemData))
{
string[] savePayload = inventoryItemData.AsStringArray();
ItemResource resource = ResourceLoader.Load<ItemResource>(savePayload[0]);
int _amount = int.Parse(savePayload[1]);
ItemInstance instance = new ItemInstance { blueprint = resource, amount = _amount };
AddItem(instance);
}
}
}
}
#endregion
}
@@ -23,7 +23,7 @@ public partial class InventoryManager : Node
}
}
public InventoryInstance playerInventory = new InventoryInstance();
public InventoryInstance? playerInventory;
private int _currentSelectedSlotIndex = 0;
@@ -34,7 +34,9 @@ public partial class InventoryManager : Node
public override void _Ready()
{
playerInventory = new InventoryInstance();
playerInventory.SlotAmount = 37;
AddChild(playerInventory);
}
public InventoryActionResult CreateItem(
@@ -0,0 +1,17 @@
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// Defines the behaviour of Nodes that have fields that should save / load to disk.
/// </summary>
public interface ISaveable
{
/// <summary>
/// Adds or updates the field data that shall be stored to disk.
/// </summary>
public void UpdateSaveData();
/// <summary>
/// Loads the field data from disk.
/// </summary>
public void LoadFromSaveData();
}
@@ -0,0 +1 @@
uid://bqapxuprxuj20
@@ -0,0 +1,15 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
[Tool]
public partial class SaveCheats : Node
{
[ExportToolButton("ResetSave")] Callable _raiseAction => Callable.From(Reset);
public void Reset()
{
SavegameService.Reset();
}
}
@@ -0,0 +1 @@
uid://iquhbkr7pqeg
@@ -9,6 +9,15 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
[Serializable]
public class SaveData
{
// for future use in case the structure changes.
public const int VERSION = 1;
public int version { get; set; } = VERSION;
public bool IsVersionValid()
{
return VERSION == version;
}
public string SceneName;
public string Id;
public string JsonPayload;
@@ -7,12 +7,15 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
/// </summary>
public partial class SaveGameManager : Node
{
public static string USER_DATA_FILE_PATH = "user://save_data/userData.json";
public static SaveGameManager? Instance { get; private set; } = null!;
public override void _EnterTree()
{
Instance = this;
USER_DATA_FILE_PATH = ProjectSettings.GlobalizePath(USER_DATA_FILE_PATH);
SavegameService.SavePath = USER_DATA_FILE_PATH;
SavegameService.Load();
}
@@ -9,21 +9,32 @@ namespace Babushka.scripts.CSharp.Common.Savegame;
/// Handles the saving and loading of game states.
/// Holds the central SaveData object that serves as a temporary SaveFile.
/// Automatically writes to disk on every scene change.
/// Uses the Godot Json Serializer, which may implicitly convert integers to floats, so be careful when extending!
/// </summary>
public static class SavegameService
{
public static readonly string SavePath = "user://babushka_savegame.json";
public static string SavePath = "";
public static Dictionary<string, string> SaveDatas = new ();
public static bool _loaded = false;
public static void AppendDataToSave(string scenename, string id, Dictionary<string, Variant> payload)
{
var saveData = new SaveData();
saveData.SceneName = scenename;
saveData.Id = id;
saveData.JsonPayload = Json.Stringify(payload, indent: "\t");
AppendSave(saveData);
}
/// <summary>
/// Adds or overwrites an entry in the SaveData dictionary.
/// </summary>
/// <param name="saveData"></param>
public static void AppendSave(SaveData saveData)
private static void AppendSave(SaveData saveData)
{
string key = string.Concat(saveData.SceneName, "_", saveData.Id);
@@ -45,21 +56,23 @@ public static class SavegameService
/// <param name="sceneName"></param>
/// <param name="id"></param>
/// <returns></returns>
public static string GetSaveData(string sceneName, string id)
public static Dictionary<string, Variant> GetSaveData(string sceneName, string id)
{
string saveData = "";
Dictionary<string, Variant> saveData = new();
string key = string.Concat(sceneName, "_", id);
string saveDataString = "";
if (!_loaded)
{
GD.Print("SavegameService: SaveFile not loaded.");
return saveData;
}
if (SaveDatas.ContainsKey(key))
{
saveData = SaveDatas[key];
saveDataString = SaveDatas[key];
saveData = Json.ParseString(saveDataString).AsGodotDictionary<string, Variant>();
}
return saveData;
@@ -72,8 +85,20 @@ public static class SavegameService
public static void Save()
{
string json = Json.Stringify(SaveDatas, indent: "\t");
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreString(json);
GD.Print(SavePath);
// create cloud directory
System.IO.Directory.CreateDirectory(System.IO.Path.GetDirectoryName(SavePath) ?? "");
try
{
using var file = FileAccess.Open(SavePath, FileAccess.ModeFlags.Write);
file.StoreString(json);
}
catch (Exception e)
{
GD.Print(e.Message);
}
}
/// <summary>
@@ -83,8 +108,15 @@ public static class SavegameService
{
try
{
if (!System.IO.File.Exists(SavePath))
{
SaveDatas = new();
return;
}
string saveDataJson = FileAccess.GetFileAsString(SavePath);
SaveDatas = Json.ParseString(saveDataJson).AsGodotDictionary<string, string>();
}
catch(Exception e)
{
@@ -94,4 +126,10 @@ public static class SavegameService
_loaded = true;
}
public static void Reset()
{
SaveDatas = new ();
Save();
}
}
@@ -0,0 +1,31 @@
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// Data structure for device-specific settings that should be saved / loaded to disk.
/// Will not be synced across devices.
/// </summary>
public class SettingsData
{
/// <summary>
/// To be incremented (and migrated) on modification.
/// </summary>
public const int VERSION = 1;
public int version { get; set; } = VERSION;
public bool IsVersionValid()
{
return VERSION == version;
}
public double runtimeSeconds { get; set; }
public int windowSizeX { get; set; } = 800;
public int windowSizeY { get; set; } = 600;
public int windowPositionX { get; set; } = 100;
public int windowPositionY { get; set; } = 100;
public bool windowBorderless { get; set; }
public float volumeMaster { get; set; } = 1.0f;
public float volumeFx { get; set; } = 1.0f;
public float volumeMusic { get; set; } = 1.0f;
}
@@ -0,0 +1 @@
uid://ol8xw1ekx0c2
@@ -0,0 +1,108 @@
using System;
using System.Text.Json;
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// Handles the saving and loading of local settings data.
/// </summary>
[GlobalClass]
public partial class SettingsSaveController : Node
{
public static string SETTINGS_FILE_PATH = "user://userSettings.json";
public static SettingsSaveController Instance;
public SettingsData? settings = new SettingsData();
public SettingsData settingsDefault = new SettingsData();
public event Action OnSettingsReloaded;
private bool _loadedData;
private DateTime _readyTime;
public bool LoadedData => _loadedData;
public override void _EnterTree()
{
SETTINGS_FILE_PATH = ProjectSettings.GlobalizePath(SETTINGS_FILE_PATH);
_readyTime = DateTime.Now;
Instance = this;
LoadSettings();
}
public override void _ExitTree()
{
if (settings != null)
settings.runtimeSeconds += (DateTime.Now - _readyTime).TotalSeconds;
SaveSettings();
Instance = null;
}
/// <summary>
/// Saves Settings Data onto disk.
/// </summary>
public void SaveSettings()
{
try
{
string jsonString = JsonSerializer.Serialize(
settings,
new JsonSerializerOptions() { WriteIndented = true}
);
System.IO.File.WriteAllText(SETTINGS_FILE_PATH, jsonString);
}
catch (Exception e)
{
GD.PrintErr("Error Saving Settings:", e);
Console.WriteLine(e);
}
}
/// <summary>
/// Loads Settings data from disk.
/// </summary>
public void LoadSettings()
{
_loadedData = false;
try
{
if (!System.IO.File.Exists(SETTINGS_FILE_PATH))
{
settings = new SettingsData();
}
else
{
string jsonString = System.IO.File.ReadAllText(SETTINGS_FILE_PATH);
SettingsData? loadedSettings = JsonSerializer.Deserialize<SettingsData>(jsonString);
if (loadedSettings != null && !loadedSettings.IsVersionValid())
{
_loadedData = false;
}
else
{
settings = loadedSettings;
_loadedData = true;
}
}
}
catch (Exception e)
{
GD.PrintErr("Loading Error:", e);
Console.WriteLine(e);
}
}
/// <summary>
/// Resets Settings to default.
/// </summary>
public void ResetSettings()
{
settings = JsonSerializer.Deserialize<SettingsData>(JsonSerializer.Serialize<SettingsData>(settingsDefault));
OnSettingsReloaded?.Invoke();
}
}
@@ -0,0 +1 @@
uid://cc7gnydmbcft7
@@ -0,0 +1,101 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Savegame;
/// <summary>
/// Tracks important window settings and communicates with the <see cref="SettingsSaveController"/> to save/load them.
/// </summary>
public partial class WindowSettingsSync : Node
{
private Window window;
public override void _Ready()
{
window = GetWindow();
window.SizeChanged += SaveWindowSize;
SyncSettings();
SettingsSaveController.Instance.OnSettingsReloaded += SyncSettings;
}
public override void _ExitTree()
{
SaveWindowPosition();
SaveWindowBorderless();
SaveWindowSize();
SettingsSaveController.Instance.SaveSettings();
}
/// <summary>
/// Tries to get previous settings from settings-savefile, if available.
/// </summary>
public void SyncSettings()
{
if (!SettingsSaveController.Instance.LoadedData)
{
SaveWindowPosition();
SaveWindowSize();
SaveWindowBorderless();
return;
}
SettingsData? settingsData = SettingsSaveController.Instance.settings;
if (settingsData != null)
{
window.Position = new Vector2I(settingsData.windowPositionX, settingsData.windowPositionY);
ValidateWindowPosition();
window.Size = new Vector2I(settingsData.windowSizeX, settingsData.windowSizeY);
window.Borderless = settingsData.windowBorderless;
}
}
private void ValidateWindowPosition()
{
bool validWindowPosition = false;
foreach (Rect2I displayRect in DisplayServer.GetDisplayCutouts())
{
if (displayRect.HasPoint(window.Position))
{
validWindowPosition = true;
break;
}
}
if (!validWindowPosition)
{
window.MoveToCenter();
SaveWindowPosition();
}
}
private void SaveWindowPosition()
{
SettingsData? settingsData = SettingsSaveController.Instance.settings;
if (settingsData != null)
{
settingsData.windowPositionX = window.Position.X;
settingsData.windowPositionY = window.Position.Y;
}
}
private void SaveWindowSize()
{
SettingsData? settingsData = SettingsSaveController.Instance.settings;
if (settingsData != null)
{
settingsData.windowSizeX = window.Size.X;
settingsData.windowSizeY = window.Size.Y;
}
}
private void SaveWindowBorderless()
{
SettingsData? settingsData = SettingsSaveController.Instance.settings;
if (settingsData != null)
settingsData.windowBorderless = window.Borderless;
}
}
@@ -0,0 +1 @@
uid://bbp0dyddwdbl8
+1
View File
@@ -34,6 +34,7 @@ public partial class SceneTransition : Node
public void Quit()
{
SettingsSaveController.Instance.SaveSettings();
GetTree().Quit();
}