- Removed direct dependencies on GameState in multiple systems, replacing them with EventBus for event-driven architecture. - Updated CameraShakeSystem to handle focus changes and trauma through EventBus. - Modified DeadliftSystem to manage lift efforts and hazards using EventBus. - Refactored GameManager to handle lift results and day transitions via EventBus. - Adjusted HazardController and HazardSystem to publish and respond to hazard events through EventBus. - Enhanced PlayerInputSystem to publish lift efforts and focus releases using EventBus. - Updated SoundManager to handle various audio events through EventBus, improving sound management. - Refined TunnelSystem to manage focus changes and lift efforts using EventBus. - Adjusted LiftProgressBar to update progress based on events from EventBus. - Enhanced LiftSyncController to synchronize animations based on lift efforts and focus events via EventBus.
35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
; Engine configuration file.
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; It's best edited using the editor UI and not directly,
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; since the parameters that go here are not all obvious.
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;
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; Format:
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; [section] ; section goes between []
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; param=value ; assign values to parameters
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config_version=5
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[application]
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config/name="max-effort"
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run/main_scene="uid://bg4uaukekjbx"
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config/features=PackedStringArray("4.5", "GL Compatibility")
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config/icon="res://icon.svg"
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[autoload]
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GlobalEventBus="*res://Autoloads/event_bus.tscn"
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[input]
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lift_action={
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"deadzone": 0.2,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
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, Object(InputEventJoypadButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"button_index":0,"pressure":0.0,"pressed":false,"script":null)
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]
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}
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[rendering]
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renderer/rendering_method="gl_compatibility"
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renderer/rendering_method.mobile="gl_compatibility"
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