Files
Kalulu/resources/device_settings.gd
T
Adrien Ufferte 1b14da080e New logic flow
2025-11-21 16:06:48 +01:00

62 lines
1.9 KiB
GDScript

@tool
class_name DeviceSettings
extends Resource
@export var language: String:
set(value):
Log.trace("DeviceSettings: set language from %s to %s" % [language, value])
language = value
Database.language = value # Database language should be set by TeacherSettings, but this is useful when game starts to know which "welcome" audio speech to play.
TranslationServer.set_locale(value)
@export var teacher: String
@export var device_id: int
@export var language_versions: Dictionary = {} # locale: datetime
@export var game_version: String = "0.0.1"
@export var master_volume: float = 0.0:
set(volume):
master_volume = volume
var ind: int = AudioServer.get_bus_index("Master")
AudioServer.set_bus_volume_db(ind, volume)
@export var music_volume: float = 0.0:
set(volume):
music_volume = volume
var ind: int = AudioServer.get_bus_index("Music")
AudioServer.set_bus_volume_db(ind, volume)
@export var voice_volume: float = 0.0:
set(volume):
voice_volume = volume
var ind: int = AudioServer.get_bus_index("Voice")
AudioServer.set_bus_volume_db(ind, volume)
@export var effects_volume: float = 0.0:
set(volume):
effects_volume = volume
var ind: int = AudioServer.get_bus_index("Effects")
AudioServer.set_bus_volume_db(ind, volume)
@export var log_level: Log.LogLevel = Log.LogLevel.INFO
func _init() -> void:
Log.trace("DeviceSettings: Initialization")
func init_os_language() -> void:
# Gets the OS language and checks if it is supported
var os_language: String = OS.get_locale();
if os_language and os_language in Utils.SUPPORTED_LOCALES.keys():
language = os_language
if not language:
language = Utils.SUPPORTED_LOCALES.keys()[0]
func get_folder_path() -> String:
var file_path: String = "user://".path_join(teacher).path_join(str(device_id)).path_join(language)
return file_path
func validate() -> bool:
if language not in Utils.SUPPORTED_LOCALES.keys():
init_os_language()
return false
return true