Files
skelly/scripts/SettingsManager.gd

70 lines
1.9 KiB
GDScript

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