полная мета-структура игры: pause + settings + save/load
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PAUSE-МЕНЮ (autoload PauseMenu CanvasLayer): - ESC во время геймплея открывает оверлей с тёмным фоном и центральной панелью в Шиндовс-стиле. - 4 кнопки: Продолжить / Настройки / В главное меню / Сохранить и выйти. - process_mode = ALWAYS чтобы работать при tree.paused = true. - При закрытии меню в 3D-сценах автоматически возвращает Input.mouse_mode = CAPTURED. - В главном меню pause не активируется (_can_pause false). - set_input_as_handled блокирует FPV-контроллер от перехвата ESC одновременно. НАСТРОЙКИ (под-панель в Pause-меню): - Слайдер «Чувствительность мыши» 0.001-0.010 (по умолчанию 0.0025). - Слайдер «Громкость» 0-100% — связан с AudioServer Bus 0 Master через linear_to_db (audio ассетов пока нет, но шкала рабочая). - Кнопки Назад / Применить. Применить пишет в user://settings.json. - settings.json грузится автоматически при старте GameState._ready. SAVE/LOAD: - GameState.save_game(scene_path) → user://save01.json в JSON с player_name, прогрессом актов 1-2, ачивками, текущей сценой. - GameState.load_game() читает и восстанавливает state, заполняет last_scene_path для перехода. - has_save() / delete_save() помощники. - Кнопка «Продолжить» в главном меню активна только если есть save и грузит игрока в сохранённую сцену. - Кнопка «Новая игра» удаляет старый save и сбрасывает state. AUTO-SAVE: - При закрытии окна через X (NOTIFICATION_WM_CLOSE_REQUEST) — save_game перед quit. - Кнопка Q в FPV-контроллере — save+quit. - Кнопка «Сохранить и выйти» в pause-меню — save+quit. - Кнопка «В главное меню» — save перед переходом. FPV-КОНТРОЛЛЕР: - mouse_sensitivity больше не локальное @export, читается из GameState.mouse_sensitivity каждый mouse_motion event (применяется живьём после Apply). - _input → _unhandled_input чтобы PauseMenu мог перехватить ESC через set_input_as_handled. - Убран ESC-toggle захвата мыши (теперь это делает PauseMenu). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
a6f6785188
commit
f8040fb399
7 changed files with 442 additions and 12 deletions
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@ -2,25 +2,41 @@ extends Control
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@onready var btn_new: Button = $Center/V/BtnNew
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@onready var btn_continue: Button = $Center/V/BtnContinue
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@onready var btn_settings: Button = $Center/V/BtnSettings
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@onready var btn_quit: Button = $Center/V/BtnQuit
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func _ready() -> void:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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GameState.reset()
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DialogManager.set_crosshair_visible(false)
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DialogManager.set_controls_hint("")
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DialogManager.set_date_time("", "")
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DialogManager.set_objective("")
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btn_new.pressed.connect(_on_new_game)
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btn_continue.pressed.connect(_on_continue)
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btn_quit.pressed.connect(_on_quit)
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btn_continue.disabled = not GameState.has_save()
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if not btn_continue.disabled:
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btn_continue.text = "Продолжить"
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btn_new.grab_focus()
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func _on_new_game() -> void:
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GameState.reset()
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GameState.delete_save()
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SceneManager.go_room()
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func _on_continue() -> void:
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if not GameState.load_game():
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return
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var target: String = GameState.last_scene_path
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if target == "" or not ResourceLoader.exists(target):
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target = SceneManager.SCENE_ACT1_ROOM
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SceneManager.change_scene(target)
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func _on_quit() -> void:
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get_tree().quit()
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1
scripts/main_menu.gd.uid
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1
scripts/main_menu.gd.uid
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@ -0,0 +1 @@
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uid://cisntlhe47gsc
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@ -30,10 +30,11 @@ func _release_mouse() -> void:
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_captured = false
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func _input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseMotion and _captured and not _locked:
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rotate_y(-event.relative.x * mouse_sensitivity)
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camera.rotate_x(-event.relative.y * mouse_sensitivity)
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var sens: float = GameState.mouse_sensitivity
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rotate_y(-event.relative.x * sens)
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camera.rotate_x(-event.relative.y * sens)
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camera.rotation.x = clamp(camera.rotation.x, -PI * 0.45, PI * 0.45)
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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if not _captured:
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@ -46,12 +47,8 @@ func _input(event: InputEvent) -> void:
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if _focused_obj.has_method("interact"):
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_focused_obj.interact(self)
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elif event is InputEventKey and event.pressed:
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if event.keycode == KEY_ESCAPE:
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if _captured:
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_release_mouse()
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else:
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_capture_mouse()
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elif event.keycode == KEY_Q:
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if event.keycode == KEY_Q:
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GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
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get_tree().quit()
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115
scripts/ui/pause_menu.gd
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115
scripts/ui/pause_menu.gd
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@ -0,0 +1,115 @@
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extends CanvasLayer
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@onready var bg: ColorRect = $BG
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@onready var main_panel: PanelContainer = $MainPanel
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@onready var settings_panel: PanelContainer = $SettingsPanel
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@onready var btn_resume: Button = $MainPanel/V/BtnResume
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@onready var btn_settings: Button = $MainPanel/V/BtnSettings
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@onready var btn_main: Button = $MainPanel/V/BtnMainMenu
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@onready var btn_quit: Button = $MainPanel/V/BtnQuit
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@onready var sens_slider: HSlider = $SettingsPanel/V/SensRow/Slider
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@onready var sens_value: Label = $SettingsPanel/V/SensRow/Value
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@onready var vol_slider: HSlider = $SettingsPanel/V/VolRow/Slider
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@onready var vol_value: Label = $SettingsPanel/V/VolRow/Value
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@onready var btn_apply: Button = $SettingsPanel/V/Buttons/Apply
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@onready var btn_back: Button = $SettingsPanel/V/Buttons/Back
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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visible = false
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main_panel.visible = true
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settings_panel.visible = false
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layer = 100
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btn_resume.pressed.connect(_resume)
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btn_settings.pressed.connect(_open_settings)
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btn_main.pressed.connect(_to_main_menu)
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btn_quit.pressed.connect(_quit)
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btn_apply.pressed.connect(_apply_settings)
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btn_back.pressed.connect(_close_settings)
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sens_slider.value_changed.connect(func(_v: float) -> void: _update_value_labels())
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vol_slider.value_changed.connect(func(_v: float) -> void: _update_value_labels())
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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if visible:
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if settings_panel.visible:
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_close_settings()
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else:
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_resume()
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get_viewport().set_input_as_handled()
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elif _can_pause():
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_open()
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get_viewport().set_input_as_handled()
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func _can_pause() -> bool:
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var scene: Node = get_tree().current_scene
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if scene == null:
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return false
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# Не паузим в главном меню
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if scene.name == "MainMenu":
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return false
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return true
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func _open() -> void:
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visible = true
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main_panel.visible = true
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settings_panel.visible = false
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get_tree().paused = true
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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btn_resume.grab_focus()
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func _resume() -> void:
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visible = false
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get_tree().paused = false
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# Восстановить захват мыши только для 3D-сцен (с FPV игроком)
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var scene: Node = get_tree().current_scene
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if scene != null and scene.has_node("PlayerFPV"):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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func _open_settings() -> void:
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sens_slider.value = GameState.mouse_sensitivity * 1000.0
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vol_slider.value = GameState.master_volume * 100.0
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_update_value_labels()
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main_panel.visible = false
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settings_panel.visible = true
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btn_back.grab_focus()
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func _close_settings() -> void:
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settings_panel.visible = false
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main_panel.visible = true
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btn_resume.grab_focus()
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func _update_value_labels() -> void:
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sens_value.text = "%.4f" % (sens_slider.value / 1000.0)
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vol_value.text = "%d%%" % int(vol_slider.value)
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func _apply_settings() -> void:
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GameState.mouse_sensitivity = sens_slider.value / 1000.0
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GameState.master_volume = vol_slider.value / 100.0
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GameState._apply_audio_volume()
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GameState.save_settings()
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_close_settings()
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func _to_main_menu() -> void:
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GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
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visible = false
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get_tree().paused = false
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SceneManager.go_main()
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func _quit() -> void:
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GameState.save_game(get_tree().current_scene.scene_file_path if get_tree().current_scene else "")
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get_tree().quit()
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@ -21,8 +21,31 @@ var act2_timezone: String = "UTC+3 (С., страна Р)"
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var game_date: String = "21 АВГ 2020 · ПТ"
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var game_time: String = "10:30"
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# Ачивки — логируются в консоль, UI на будущее
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var achievements: Array[String] = []
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# Ачивки
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var achievements: Array = []
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# Сохранения
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var last_scene_path: String = ""
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# Настройки
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var mouse_sensitivity: float = 0.0025
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var master_volume: float = 0.5
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const SAVE_PATH: String = "user://save01.json"
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const SETTINGS_PATH: String = "user://settings.json"
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func _ready() -> void:
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load_settings()
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func _notification(what: int) -> void:
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if what == NOTIFICATION_WM_CLOSE_REQUEST:
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var scene_path: String = ""
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if get_tree() != null and get_tree().current_scene != null:
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scene_path = get_tree().current_scene.scene_file_path
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save_game(scene_path)
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get_tree().quit()
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func unlock_achievement(ach: String) -> void:
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@ -42,3 +65,101 @@ func reset() -> void:
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act2_license_read = false
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act2_password_set = false
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achievements.clear()
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game_date = "21 АВГ 2020 · ПТ"
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game_time = "10:30"
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# === SETTINGS ===
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func save_settings() -> void:
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var data: Dictionary = {
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"mouse_sensitivity": mouse_sensitivity,
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"master_volume": master_volume,
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}
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var file: FileAccess = FileAccess.open(SETTINGS_PATH, FileAccess.WRITE)
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if file:
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file.store_string(JSON.stringify(data))
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file.close()
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func load_settings() -> void:
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if not FileAccess.file_exists(SETTINGS_PATH):
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return
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var file: FileAccess = FileAccess.open(SETTINGS_PATH, FileAccess.READ)
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if not file:
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return
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var raw: String = file.get_as_text()
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file.close()
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var data: Variant = JSON.parse_string(raw)
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if data == null or not data is Dictionary:
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return
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mouse_sensitivity = data.get("mouse_sensitivity", 0.0025)
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master_volume = data.get("master_volume", 0.5)
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_apply_audio_volume()
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func _apply_audio_volume() -> void:
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# Bus 0 = Master
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var db: float = linear_to_db(master_volume) if master_volume > 0.0 else -80.0
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AudioServer.set_bus_volume_db(0, db)
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# === SAVE / LOAD GAME ===
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func save_game(current_scene_path: String = "") -> void:
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var data: Dictionary = {
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"player_name": player_name,
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"act1_gift_opened": act1_gift_opened,
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"act1_note_read": act1_note_read,
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"act1_father_left": act1_father_left,
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"act1_drive_taken": act1_drive_taken,
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"wifi_password_found": wifi_password_found,
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"act2_license_read": act2_license_read,
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"act2_password_set": act2_password_set,
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"act2_timezone": act2_timezone,
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"game_date": game_date,
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"game_time": game_time,
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"achievements": achievements,
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"scene_path": current_scene_path,
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}
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.WRITE)
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if file:
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file.store_string(JSON.stringify(data, " "))
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file.close()
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print("[SAVE] %s" % SAVE_PATH)
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func load_game() -> bool:
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if not FileAccess.file_exists(SAVE_PATH):
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return false
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var file: FileAccess = FileAccess.open(SAVE_PATH, FileAccess.READ)
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if not file:
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return false
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var raw: String = file.get_as_text()
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file.close()
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var data: Variant = JSON.parse_string(raw)
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if data == null or not data is Dictionary:
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return false
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player_name = data.get("player_name", "")
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act1_gift_opened = data.get("act1_gift_opened", false)
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act1_note_read = data.get("act1_note_read", false)
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act1_father_left = data.get("act1_father_left", false)
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act1_drive_taken = data.get("act1_drive_taken", false)
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wifi_password_found = data.get("wifi_password_found", false)
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act2_license_read = data.get("act2_license_read", false)
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act2_password_set = data.get("act2_password_set", false)
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act2_timezone = data.get("act2_timezone", "UTC+3 (С., страна Р)")
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game_date = data.get("game_date", "21 АВГ 2020 · ПТ")
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game_time = data.get("game_time", "10:30")
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achievements = data.get("achievements", [])
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last_scene_path = data.get("scene_path", "")
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return true
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func has_save() -> bool:
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return FileAccess.file_exists(SAVE_PATH)
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func delete_save() -> void:
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if FileAccess.file_exists(SAVE_PATH):
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DirAccess.remove_absolute(ProjectSettings.globalize_path(SAVE_PATH))
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