Files
seeding-planets/common/game_data/scripts/settings_data.gd
Zacharie Guet 4b16d52740 Zoom, nouvelles mutations et cie
* ajout d'une aide de jeu directement dans l'interface
* ajout de 8 nouvelles mutations (Productif, pressé, pur, vivace, généreux, robuste, protecteur et prolifique)
* changements d'icône pour plus de clarté
* changement de l'animation de recharge pour montrer le temps qui passe
* ajout des mutations rare et de la possibilité d'avoir des mutation niveau 2 dès le départ
* ajout d'un zoom
* correction de bugs (déplacement au dialogue, problème de score au load d'une région)
2026-03-20 17:16:56 +01:00

82 lines
2.1 KiB
GDScript

extends Resource
class_name SettingsData
const MUSIC_BUS_ID = 1
const SFX_BUS_ID = 2
const AMBIANCE_BUS_ID = 3
signal language_changed(settings : SettingsData)
signal sound_changed(settings : SettingsData)
signal video_changed(settings : SettingsData)
signal game_changed(settings : SettingsData)
#region ------------------ Language ------------------
const AVAILABLE_LANGUAGES = [
"en",
"fr",
]
const AVAILABLE_LANGUAGES_LABEL = [
"English",
"Français",
]
@export var language : String = OS.get_locale_language() :
set(v):
language = v
language_changed.emit(self)
#region ------------------ Sound ------------------
@export var music_volume : float = 0.7 :
set(v):
music_volume = v
sound_changed.emit(self)
@export var ambiance_volume : float = 0.7 :
set(v):
ambiance_volume = v
sound_changed.emit(self)
@export var sfx_volume : float = 0.5 :
set(v):
sfx_volume = v
sound_changed.emit(self)
#region ------------------ Video ------------------
@export var full_screen : bool = true :
set(v):
full_screen = v
video_changed.emit(self)
#region ------------------ Controls ------------------
@export var action_remapped : Array[String] = []
@export var input_remapped : Array[InputEvent] = []
#region ------------------ Game ------------------
const MAX_ZOOM = 1.8
const MIN_ZOOM = 0.9
# Not in settings pannel
@export var zoom : float = 1. :
set(v):
zoom = min(MAX_ZOOM,max(MIN_ZOOM,v))
game_changed.emit(self)
@export var closed_help_containers = []
func is_help_container_closed(help_container_name : String) -> bool:
return help_container_name in closed_help_containers
func close_help_container(help_container_name : String):
if not help_container_name in closed_help_containers:
closed_help_containers.append(help_container_name)
game_changed.emit(self)
func open_help_container(help_container_name : String):
if help_container_name in closed_help_containers:
closed_help_containers.erase(help_container_name)
game_changed.emit(self)