30 lines
1.3 KiB
GDScript
30 lines
1.3 KiB
GDScript
extends Node
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const SETTINGS_FILE = "user://settings.vars" # user:// path varies depending on operating system. See https://docs.godotengine.org/en/latest/tutorials/io/data_paths.html#accessing-persistent-user-data-user
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var settings_template = { # Default values if we don't already have a settings file. Assigned in save_data()
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'mousesense': 0.01,
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'playername' : "string"
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}
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var settings_data = {} # This gets filled as soon as load_data() is called.
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func _ready():
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check_data()
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load_data()
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func check_data(): # Makes sure the save file exists
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var file = FileAccess.open(SETTINGS_FILE, FileAccess.READ) #If we write, it writes an empty file over our existing one
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if not file: # If there's no file, let's create one with FileAccess.WRITE
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print("file does not exist, let's create one!")
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var file2 = FileAccess.open(SETTINGS_FILE, FileAccess.WRITE)
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file2.store_line(JSON.stringify(settings_template)) # Writes settings_template to our file SETTINGS_FILE
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func save_data(mousesense, playername): # It's required you pass both the mouse sensitivity and the player name to save current data
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var file = FileAccess.open(SETTINGS_FILE, FileAccess.WRITE)
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func load_data():
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var file = FileAccess.open(SETTINGS_FILE, FileAccess.READ)
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settings_data = JSON.parse_string(file.get_line())
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print(settings_data)
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