118 lines
3.8 KiB
GDScript
118 lines
3.8 KiB
GDScript
extends Node
|
||
## Player-facing game options (autoload `Settings`), persisted to user://settings.cfg.
|
||
## Distinct from DP (debug tunables) and Controls (keybinds): this is the small set of
|
||
## comfort/accessibility toggles the options menu exposes to the player.
|
||
|
||
signal changed(key: String, value: Variant)
|
||
|
||
const SAVE_PATH := "user://settings.cfg"
|
||
const SECTION := "options"
|
||
|
||
## Master screen-shake toggle — gates every camera_iso.trigger_hit (hits and ability FX).
|
||
var screen_shake: bool = true
|
||
## Gore toggle — when off, no blood spawns (impact spurt + ongoing spear-wound bleed).
|
||
var gore: bool = true
|
||
|
||
## Audio volumes stored as linear 0–1. Applied to AudioServer buses on load/change.
|
||
var volume_master: float = 1.0
|
||
var volume_ambient: float = 1.0
|
||
var volume_effects: float = 1.0
|
||
var mute_all: bool = false
|
||
|
||
|
||
func _ready() -> void:
|
||
_ensure_buses()
|
||
load_saved()
|
||
|
||
|
||
## Ensure Ambient and Effects buses exist as children of Master.
|
||
func _ensure_buses() -> void:
|
||
for bus_name: String in ["Ambient", "Effects"]:
|
||
if AudioServer.get_bus_index(bus_name) == -1:
|
||
AudioServer.add_bus()
|
||
var idx := AudioServer.bus_count - 1
|
||
AudioServer.set_bus_name(idx, bus_name)
|
||
AudioServer.set_bus_send(idx, &"Master")
|
||
|
||
|
||
func _apply_audio() -> void:
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
|
||
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
|
||
|
||
|
||
func _vol_db(linear: float) -> float:
|
||
return linear_to_db(maxf(linear, 0.0001))
|
||
|
||
|
||
func set_screen_shake(value: bool) -> void:
|
||
if screen_shake == value:
|
||
return
|
||
screen_shake = value
|
||
changed.emit("screen_shake", value)
|
||
save()
|
||
|
||
|
||
func set_gore(value: bool) -> void:
|
||
if gore == value:
|
||
return
|
||
gore = value
|
||
changed.emit("gore", value)
|
||
save()
|
||
|
||
|
||
func set_volume_master(value: float) -> void:
|
||
volume_master = clampf(value, 0.0, 1.0)
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), _vol_db(volume_master))
|
||
changed.emit("volume_master", volume_master)
|
||
save()
|
||
|
||
|
||
func set_volume_ambient(value: float) -> void:
|
||
volume_ambient = clampf(value, 0.0, 1.0)
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Ambient"), _vol_db(volume_ambient))
|
||
changed.emit("volume_ambient", volume_ambient)
|
||
save()
|
||
|
||
|
||
func set_volume_effects(value: float) -> void:
|
||
volume_effects = clampf(value, 0.0, 1.0)
|
||
AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Effects"), _vol_db(volume_effects))
|
||
changed.emit("volume_effects", volume_effects)
|
||
save()
|
||
|
||
|
||
func set_mute_all(value: bool) -> void:
|
||
if mute_all == value:
|
||
return
|
||
mute_all = value
|
||
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), mute_all)
|
||
changed.emit("mute_all", value)
|
||
save()
|
||
|
||
|
||
func save() -> void:
|
||
var cfg := ConfigFile.new()
|
||
cfg.set_value(SECTION, "screen_shake", screen_shake)
|
||
cfg.set_value(SECTION, "gore", gore)
|
||
cfg.set_value(SECTION, "volume_master", volume_master)
|
||
cfg.set_value(SECTION, "volume_ambient", volume_ambient)
|
||
cfg.set_value(SECTION, "volume_effects", volume_effects)
|
||
cfg.set_value(SECTION, "mute_all", mute_all)
|
||
cfg.save(SAVE_PATH)
|
||
|
||
|
||
func load_saved() -> void:
|
||
var cfg := ConfigFile.new()
|
||
if cfg.load(SAVE_PATH) != OK:
|
||
_apply_audio()
|
||
return
|
||
screen_shake = cfg.get_value(SECTION, "screen_shake", true) as bool
|
||
gore = cfg.get_value(SECTION, "gore", true) as bool
|
||
volume_master = cfg.get_value(SECTION, "volume_master", 1.0) as float
|
||
volume_ambient = cfg.get_value(SECTION, "volume_ambient", 1.0) as float
|
||
volume_effects = cfg.get_value(SECTION, "volume_effects", 1.0) as float
|
||
mute_all = cfg.get_value(SECTION, "mute_all", false) as bool
|
||
_apply_audio()
|