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https://github.com/Relintai/broken_seals_roguelike.git
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86 lines
2.5 KiB
GDScript
86 lines
2.5 KiB
GDScript
extends ProfileManager
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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#export (float) var save_interval : float = 20
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#var last_save_time : float = 0
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func _ready():
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var save_game : File = File.new()
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if save_game.file_exists("user://profile.save"):
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load_full()
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else:
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load_defaults()
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var actions : Array = InputMap.get_actions()
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for action in actions:
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var acts : Array = InputMap.get_action_list(action)
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for i in range(len(acts)):
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var a = acts[i]
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if a is InputEventKey:
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var nie : BSInputEventKey = BSInputEventKey.new()
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nie.from_input_event_key(a as InputEventKey)
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acts[i] = nie
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InputMap.action_erase_event(action, a)
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InputMap.action_add_event(action, nie)
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func _save() -> void:
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save_full()
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func _load() -> void:
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load_full()
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func save_full() -> void:
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var save_game = File.new()
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save_game.open("user://profile.save", File.WRITE)
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save_game.store_line(to_json(to_dict()))
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save_game.close()
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func load_full() -> void:
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clear_class_profiles()
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var save_game : File = File.new()
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if save_game.file_exists("user://profile.save"):
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if save_game.open("user://profile.save", File.READ) == OK:
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var text : String = save_game.get_as_text()
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if text == "":
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load_defaults()
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return
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var save_json : Dictionary = parse_json(text)
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from_dict(save_json)
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