broken_seals/game/autoload/ProfileManager.gd
2019-11-20 13:51:26 +01:00

67 lines
1.5 KiB
GDScript

extends ProfileManager
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
#export (float) var save_interval : float = 20
#var last_save_time : float = 0
func _ready():
var save_game : File = File.new()
if save_game.file_exists("user://profile.save"):
load_full()
else:
load_defaults()
var actions : Array = InputMap.get_actions()
for action in actions:
var acts : Array = InputMap.get_action_list(action)
for i in range(len(acts)):
var a = acts[i]
if a is InputEventKey:
var nie : BSInputEventKey = BSInputEventKey.new()
nie.from_input_event_key(a as InputEventKey)
acts[i] = nie
InputMap.action_erase_event(action, a)
InputMap.action_add_event(action, nie)
func _save() -> void:
save_full()
func _load() -> void:
load_full()
func save_full() -> void:
var save_game = File.new()
save_game.open("user://profile.save", File.WRITE)
save_game.store_line(to_json(to_dict()))
save_game.close()
func load_full() -> void:
clear_class_profiles()
var save_game : File = File.new()
if save_game.file_exists("user://profile.save"):
if save_game.open("user://profile.save", File.READ) == OK:
var text : String = save_game.get_as_text()
if text == "":
load_defaults()
return
var save_json : Dictionary = parse_json(text)
from_dict(save_json)