Files
przygody-pana-cegly/scripts/UI/AudioSettings.cs
Gabriel Kaszewski d84f7d1740 Csharp rewrite (#4)
* Implement BeamComponent in C# and enhance marketplace button functionality

* Add core game components including ConfigFileHandler, GameManager, SaveSystem, and UIManager

* cleanup

* Add new components: CanPickUpComponent, CollapsableComponent, DestroyableComponent, EffectInflictorComponent, StatusEffectComponent, and StatusEffectDataResource

* Add new components: EnemyDeathComponent, EnemyWaveTriggerComponent, and ExitDoorComponent

* Add new components: ExplosiveComponent, FadeAwayComponent, FireEffectComponent, FlipComponent, GravityMotionComponent, LaunchComponent, and update PlatformMovement with LastDirection property

* Add new components: HealComponent, HitComponent, HomingMissileMotionComponent, LeverComponent, and TriggerLeverComponent

* Refactor GameManager session state handling and add new components: CanBeLaunchedComponent, IceEffectComponent, JumpPadComponent, KillPlayerOutOfScreenComponent, KnockbackComponent, LifetimeComponent, MagneticSkillComponent, OutOfScreenComponent, PeriodicShootingComponent, PlayerDeathComponent, ProgressiveDamageComponent, ProjectileComponent, ProjectileInitComponent, RequirementComponent, ScoreComponent, ShipMovementComponent, ShipShooterComponent, and SideToSideMovementComponent

* Add new components: CannotStompComponent, SkillUnlockedComponent, SpaceshipEnterComponent, SpaceshipExitComponent, SpinComponent, StompDamageComponent, StraightMotionComponent, TerrainHitFx, TooltipComponent, TrailComponent, and UnlockOnRequirementComponent

* Add new components: BrickThrowComponent, BulletComponent, CageComponent, ChaseLevelComponent, CleanupComponent, and ThrowInputResource classes; implement game saving and loading logic in SaveSystem

* Add audio settings management and platform movement component

* Add ChargeProgressBar, Credits, and GameOverScreen components for UI management

* Add UID files for ConfigFileHandler, GameManager, SaveSystem, and UIManager components

* Add README.md file with game description and features; include project license and contribution guidelines

* Add Hud component for UI management; display health, coins, and lives

* Add MainMenu and Marketplace components; implement game management and skill unlocking features

* Add PauseMenu, SettingsMenu, and SkillButton components; enhance game management and UI functionality
2025-08-15 00:45:57 +02:00

102 lines
4.0 KiB
C#

using Godot;
using Mr.BrickAdventures.Autoloads;
namespace Mr.BrickAdventures.scripts.UI;
public partial class AudioSettings : Node
{
[Export] public Slider MasterVolumeSlider { get; set; }
[Export] public Slider MusicVolumeSlider { get; set; }
[Export] public Slider SfxVolumeSlider { get; set; }
[Export] public Control AudioSettingsControl { get; set; }
[Export] public float MuteThreshold { get; set; } = -20f;
private UIManager _uiManager;
private ConfigFileHandler _configFileHandler;
public override void _Ready()
{
_uiManager = GetNode<UIManager>("/root/UIManager");
_configFileHandler = GetNode<ConfigFileHandler>("/root/ConfigFileHandler");
Initialize();
MasterVolumeSlider.ValueChanged += OnMasterVolumeChanged;
MusicVolumeSlider.ValueChanged += OnMusicVolumeChanged;
SfxVolumeSlider.ValueChanged += OnSfxVolumeChanged;
}
public override void _UnhandledInput(InputEvent @event)
{
if (!@event.IsActionReleased("ui_cancel")) return;
if (!_uiManager.IsScreenOnTop(AudioSettingsControl)) return;
SaveSettings();
_uiManager.PopScreen();
}
private void OnSfxVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("sfx"), (float)value);
HandleMute(AudioServer.GetBusIndex("sfx"), (float)value);
}
private void OnMusicVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("music"), (float)value);
HandleMute(AudioServer.GetBusIndex("music"), (float)value);
}
private void OnMasterVolumeChanged(double value)
{
AudioServer.SetBusVolumeDb(AudioServer.GetBusIndex("Master"), (float)value);
HandleMute(AudioServer.GetBusIndex("Master"), (float)value);
}
private void Initialize()
{
var volumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("Master"));
MasterVolumeSlider.Value = volumeDb;
MasterVolumeSlider.MinValue = MuteThreshold;
MasterVolumeSlider.MaxValue = 0f;
var musicVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("music"));
MusicVolumeSlider.Value = musicVolumeDb;
MusicVolumeSlider.MinValue = MuteThreshold;
MusicVolumeSlider.MaxValue = 0f;
var sfxVolumeDb = AudioServer.GetBusVolumeDb(AudioServer.GetBusIndex("sfx"));
SfxVolumeSlider.Value = sfxVolumeDb;
SfxVolumeSlider.MinValue = MuteThreshold;
SfxVolumeSlider.MaxValue = 0f;
}
private void HandleMute(int busIndex, float value)
{
AudioServer.SetBusMute(busIndex, value <= MuteThreshold);
}
private void SaveSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
settingsConfig.SetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
settingsConfig.SetValue("audio_settings", "mute_threshold", MuteThreshold);
settingsConfig.Save(ConfigFileHandler.SettingsPath);
}
private void LoadSettings()
{
var settingsConfig = _configFileHandler.SettingsConfig;
if (!settingsConfig.HasSection("audio_settings")) return;
var masterVolume = (float)settingsConfig.GetValue("audio_settings", "master_volume", MasterVolumeSlider.Value);
var musicVolume = (float)settingsConfig.GetValue("audio_settings", "music_volume", MusicVolumeSlider.Value);
var sfxVolume = (float)settingsConfig.GetValue("audio_settings", "sfx_volume", SfxVolumeSlider.Value);
var muteThreshold = (float)settingsConfig.GetValue("audio_settings", "mute_threshold", MuteThreshold);
MasterVolumeSlider.Value = masterVolume;
MusicVolumeSlider.Value = musicVolume;
SfxVolumeSlider.Value = sfxVolume;
MuteThreshold = muteThreshold;
}
}