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using Newtonsoft.Json;
namespace CMSGame
{
public partial class GameSettings : Node
{
public BattleSettings? OriginalBattleSettings;
public BattleSettings? BattleSettings;
protected string BattleSettingsSavePath = new GodotPath("user://Settings/BattleSettings.json");
public override void _Ready()
{
MakeDirectories();
OriginalBattleSettings = GetSettings<BattleSettings>(BattleSettingsSavePath);
BattleSettings = OriginalBattleSettings with { };
}
public override void _ExitTree()
{
if (BattleSettings != OriginalBattleSettings)
{
SaveSettings(BattleSettingsSavePath);
}
}
private void MakeDirectories()
{
DirAccess.MakeDirRecursiveAbsolute("user://Settings/");
}
private TSettings GetSettings<TSettings>(string path)
where TSettings : SettingsBase, new()
{
string settings_text = ReadFileAsString(path);
var settings = JsonConvert.DeserializeObject<TSettings>(settings_text) ?? new TSettings();
return settings;
}
private string ReadFileAsString(string path)
{
if (FileAccess.FileExists(path))
{
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read);
return file.GetAsText();
}
return "null";
}
private void SaveSettings(string path)
{
string settings_text = JsonConvert.SerializeObject(BattleSettings);
using var file = FileAccess.Open(path, FileAccess.ModeFlags.Write);
file.StoreString(settings_text);
}
}
public record class SettingsBase
{
}
public record class BattleSettings : SettingsBase
{
public bool PauseBattleWhenCharacterIsSelected = true;
}
}