2023-07-24 12:40:28 -07:00
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using Godot;
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2023-08-12 15:01:22 -07:00
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using SupaLidlGame.Utils;
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2023-07-24 12:40:28 -07:00
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namespace SupaLidlGame.State.Global;
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public partial class GlobalState : Node
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{
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[Export]
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public Progression Progression { get; set; }
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[Export]
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public MapState MapState { get; set; }
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2023-08-07 02:38:51 -07:00
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[Export]
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public Stats Stats { get; set; }
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2024-05-27 12:14:38 -07:00
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public static GlobalState Instance { get; private set; }
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2023-08-29 22:24:20 -07:00
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[Export]
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public GameSettings Settings { get; set; }
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[Signal]
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public delegate void SummonBossEventHandler(string bossName);
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public GlobalState()
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{
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Progression = new();
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MapState = new();
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Stats = new();
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Settings = new();
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}
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public override void _Ready()
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{
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if (Instance != null)
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{
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throw new MultipleSingletonsException();
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}
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Instance = this;
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ProcessMode = ProcessModeEnum.Always;
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LoadSettings();
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}
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public override void _Notification(int what)
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{
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2023-12-13 18:25:32 -08:00
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//if (what == NotificationWMCloseRequest)
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//{
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// // TODO: quit prompt
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// GetTree().Root
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// .PropagateNotification((int)NotificationWMCloseRequest);
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// SaveSettings();
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//}
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}
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private void LoadSettings()
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{
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if (ResourceLoader.Exists("user://settings.tres"))
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{
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Settings = ResourceLoader.Load<GameSettings>("user://settings.tres");
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}
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else
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{
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Settings = new GameSettings();
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}
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}
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public void SaveSettings()
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{
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ResourceSaver.Save(Settings, "user://settings.tres");
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}
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public void ImportFromSave(Save save)
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{
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Progression = save.Progression;
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MapState = save.MapState;
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Stats = save.Stats;
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}
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public void ExportToSave(Save save)
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{
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save.Progression = Progression;
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save.MapState = MapState;
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save.Stats = Stats;
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}
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2023-07-24 12:40:28 -07:00
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}
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