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