51 lines
1.5 KiB
GDScript
51 lines
1.5 KiB
GDScript
class_name GlobalState
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extends Node
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const SAVE_STATE_PATH = "user://global_state.tres"
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const NO_VERSION_NAME = "0.0.0"
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static var current : GlobalStateData
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static var current_version : String
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static func _log_opened() -> void:
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if current is GlobalStateData:
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current.last_unix_time_opened = int(Time.get_unix_time_from_system())
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static func _log_version() -> void:
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if current is GlobalStateData:
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current_version = ProjectSettings.get_setting("application/config/version", NO_VERSION_NAME)
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if current_version.is_empty():
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current_version = NO_VERSION_NAME
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if not current.first_version_opened:
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current.first_version_opened = current_version
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current.last_version_opened = current_version
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static func _load_current_state() -> void:
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if FileAccess.file_exists(SAVE_STATE_PATH):
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current = ResourceLoader.load(SAVE_STATE_PATH)
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if not current:
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current = GlobalStateData.new()
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static func open() -> void:
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_load_current_state()
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_log_opened()
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_log_version()
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save()
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static func save() -> void:
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if current is GlobalStateData:
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ResourceSaver.save(current, SAVE_STATE_PATH)
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static func has_state(state_key : String) -> bool:
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if current is not GlobalStateData: return false
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return current.has_state(state_key)
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static func get_state(state_key : String, state_type_path : String) -> Resource:
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if current is not GlobalStateData: return
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return current.get_state(state_key, state_type_path)
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static func reset() -> void:
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if current is not GlobalStateData: return
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current.states.clear()
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save()
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