770434482d
- apply_resolution: Vector2 strings -> Vector2i(int, int); use Window.content_scale_size instead of removed Viewport.set_size_2d_override variants. - Re-import 162 assets to Godot 4 format (.godot/imported/ now, .stex -> .ctex, FontFile, CompressedTexture2D, etc.). - Add .uid sidecars Godot 4 generates next to every script. - Ignore .godot/ cache and android/ template directories. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
67 lines
1.5 KiB
GDScript
67 lines
1.5 KiB
GDScript
extends Node
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@onready var setting = load("res://db/MSetting.gd").new()
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func _ready():
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apply_language(translate_int_to_locale(get_setting_language()))
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apply_resolution()
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apply_fullscreen()
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func apply_language(local):
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TranslationServer.set_locale(local)
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func translate_int_to_locale(id):
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var lang = "en_GB"
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if id == 0:
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lang = "en_GB"
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if id == 1:
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lang = "fr_FR"
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return lang
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func apply_resolution():
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var res = get_setting_resolution()
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var screen_size = Vector2i(int(res[0]), int(res[1]))
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get_window().content_scale_size = screen_size
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func apply_fullscreen():
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get_window().mode = Window.MODE_EXCLUSIVE_FULLSCREEN if (get_setting_fullscreen()) else Window.MODE_WINDOWED
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func get_setting_language():
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return setting.get_langue()
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func set_setting_language(value):
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setting.set_langue(value)
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apply_language(translate_int_to_locale(value))
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func get_setting_gyrosocpe():
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return setting.get_gyroscope()
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func set_setting_gyroscope(value):
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setting.set_gyroscope(value)
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func get_setting_ambient_sound():
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return setting.get_ambient_sound()
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func set_setting_ambient_sound(value):
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setting.set_ambient_sound(value)
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func get_setting_resolution():
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return setting.get_resolution()
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func set_setting_resolution(value):
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setting.set_resolution(value)
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apply_resolution()
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func get_setting_fullscreen():
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return setting.get_fullscreen()
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func set_setting_fullscreen(value):
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setting.set_fullscreen(value)
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apply_fullscreen()
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func get_setting_version():
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return setting.get_version()
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