Merge branch 'master' of github.com:HumanoidSandvichDispenser/SupaLidlGame
commit
96eac1c640
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@ -130,7 +130,14 @@ public partial class Character : CharacterBody2D, IFaction
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StunAnimation.Stop();
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}
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Sprite.FlipH = Target.X < 0;
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if (Target.X < 0)
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{
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Sprite.FlipH = true;
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}
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else if (Target.X > 0)
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{
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Sprite.FlipH = false;
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}
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DrawTarget();
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}
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@ -214,7 +221,7 @@ public partial class Character : CharacterBody2D, IFaction
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scale.Y = -1;
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angle = Mathf.Pi - angle;
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}
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else
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else if (target.X > 0)
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{
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scale.Y = 1;
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}
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@ -11,9 +11,22 @@ public sealed partial class Player : Character
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{
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private string _spriteAnim;
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private TargetTracer _targetTracer;
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private Vector2 _desiredTarget;
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public Vector2 DesiredTarget { get; set; }
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public Vector2 DesiredTarget
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{
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get => _desiredTarget;
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set
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{
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if (value.IsZeroApprox())
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{
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return;
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}
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_desiredTarget = value;
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}
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}
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private TargetTracer _targetTracer;
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[Export]
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public PlayerCamera Camera { get; set; }
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@ -125,4 +138,26 @@ public sealed partial class Player : Character
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.WithPitchDeviation(0.125f)
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.Play();
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}
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public Vector2 GetDesiredInputFromInput()
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{
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Vector2 mousePos = GetGlobalMousePosition();
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Vector2 dirToMouse = GlobalPosition.DirectionTo(mousePos);
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Vector2 joystick = Godot.Input.GetVector("look_left", "look_right",
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"look_up", "look_down");
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var inputMethod = Utils.World.Instance.GlobalState
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.Settings.InputMethod;
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switch (inputMethod)
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{
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case State.Global.InputMethod.Joystick:
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if (joystick.IsZeroApprox())
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{
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return Direction;
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}
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return joystick;
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default:
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return dirToMouse;
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}
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}
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}
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@ -70,8 +70,7 @@ public partial class ShungiteSpike : Projectile
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// spawn a dart towards where the player is aiming
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if (inflictor is Characters.Player player)
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{
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var mousePos = GetGlobalMousePosition();
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var dart = CreateDart(GlobalPosition.DirectionTo(mousePos));
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var dart = CreateDart(player.Target.Normalized());
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dart.Hitbox.Faction = player.Faction;
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Hitbox.IsDisabled = true;
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}
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@ -27,6 +27,20 @@ public partial class Inventory : Node2D
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set => EquipItem(value, ref _selectedItem);
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}
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private int _quickSwitchIndex = -1;
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public const int QUICKSWITCH_SIZE = 3;
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public int CurrentQuickSwitchIndex
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{
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get => _quickSwitchIndex;
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set
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{
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const int size = QUICKSWITCH_SIZE;
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_quickSwitchIndex = (value % size + size) % size;
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}
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}
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public bool IsUsingItem => SelectedItem?.IsUsing ?? false;
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public Inventory()
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@ -56,6 +70,16 @@ public partial class Inventory : Node2D
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base._Ready();
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}
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public bool EquipIndex(int index)
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{
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if (index < Items.Count)
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{
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return EquipItem(Items[index], ref _selectedItem);
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}
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return EquipItem(null, ref _selectedItem);
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}
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private bool EquipItem(Item item, ref Item slot)
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{
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if (item is not null)
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@ -30,6 +30,14 @@ public abstract partial class PlayerState : CharacterState
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{
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inventory.SelectedItem = inventory.GetItemByMap("equip_3");
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}
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else if (@event.IsActionPressed("next_item"))
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{
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inventory.EquipIndex(++inventory.CurrentQuickSwitchIndex);
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}
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else if (@event.IsActionPressed("prev_item"))
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{
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inventory.EquipIndex(--inventory.CurrentQuickSwitchIndex);
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}
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if (@event.IsActionPressed("interact"))
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{
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@ -47,8 +55,13 @@ public abstract partial class PlayerState : CharacterState
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"up", "down");
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Character.LookTowardsDirection();
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Vector2 mousePos = Character.GetGlobalMousePosition();
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Vector2 dirToMouse = Character.GlobalPosition.DirectionTo(mousePos);
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var player = _player;
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var desiredTarget = player.GetDesiredInputFromInput();
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if (!desiredTarget.IsZeroApprox())
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{
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// can never be zero
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player.DesiredTarget = desiredTarget;
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}
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if (Character.Inventory.SelectedItem is Items.Weapon weapon)
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{
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@ -57,7 +70,7 @@ public abstract partial class PlayerState : CharacterState
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if (!weapon.ShouldHideIdle || isAttack1On)
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{
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Character.Target = dirToMouse;
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player.Target = player.DesiredTarget;
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}
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if (isAttack1On)
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@ -68,7 +81,6 @@ public abstract partial class PlayerState : CharacterState
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{
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Character.UseCurrentItemAlt();
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}
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}
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return base.Process(delta);
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@ -0,0 +1,16 @@
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using Godot;
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namespace SupaLidlGame.State.Global;
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public enum InputMethod
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{
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Mouse,
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Joystick,
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MouseCentered,
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}
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public partial class GameSettings : Resource
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{
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[Export]
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public InputMethod InputMethod { get; set; }
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}
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@ -14,12 +14,44 @@ public partial class GlobalState : Node
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[Export]
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public Stats Stats { get; set; } = new();
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[Export]
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public GameSettings Settings { get; set; } = new();
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[Signal]
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public delegate void SummonBossEventHandler(string bossName);
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public override void _Ready()
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{
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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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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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@ -173,6 +173,16 @@ look_right={
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"events": [Object(InputEventJoypadMotion,"resource_local_to_scene":false,"resource_name":"","device":-1,"axis":3,"axis_value":1.0,"script":null)
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]
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}
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next_item={
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":5,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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prev_item={
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"deadzone": 0.5,
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"events": [Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":4,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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[internationalization]
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