extends Node const SETTINGS_FILE = "user://settings.cfg" # dev `user://`=`%APPDATA%\Godot\app_userdata\Skelly` # prod `user://`=`%APPDATA%\Skelly\` var settings = { } var default_settings = { "master_volume": 0.50, "music_volume": 0.40, "sfx_volume": 0.50, "language": "en" } var languages_data = {} func _ready(): print("SettingsManager ready") load_languages() load_settings() func load_settings(): var config = ConfigFile.new() if config.load(SETTINGS_FILE) == OK: for key in default_settings.keys(): settings[key] = config.get_value("settings", key, default_settings[key]) print("Settings loaded: ", settings) else: print("No settings file found, using defaults") print("Language is set to: ", settings["language"]) TranslationServer.set_locale(settings["language"]) AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Master"), linear_to_db(settings["master_volume"])) AudioServer.set_bus_volume_db(AudioServer.get_bus_index("Music"), linear_to_db(settings["music_volume"])) AudioServer.set_bus_volume_db(AudioServer.get_bus_index("SFX"), linear_to_db(settings["sfx_volume"])) func save_settings(): var config = ConfigFile.new() for key in settings.keys(): config.set_value("settings", key, settings[key]) config.save(SETTINGS_FILE) print("Settings saved: ", settings) func get_setting(key: String): return settings.get(key) func set_setting(key: String, value): settings[key] = value save_settings() func load_languages(): var file = FileAccess.open("res://localization/languages.json", FileAccess.READ) if file: var json_string = file.get_as_text() file.close() var json = JSON.new() var parse_result = json.parse(json_string) if parse_result == OK: languages_data = json.data print("Languages loaded: ", languages_data.languages.keys()) else: print("Error parsing languages.json") else: print("Could not open languages.json") func get_languages_data(): return languages_data