extends Node @export var master_bus_index : int = 0 @export var music_bus_index : int = 1 @export var sfx_bus_index : int = 2 # Video Global Settings func set_display_mode(value: int) -> void: Save.game_data.display_mode = value Save.save_data() if value == 0: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) elif value == 1: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_WINDOWED) elif value == 2: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MAXIMIZED) elif value == 3: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_MINIMIZED) elif value == 4: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN) else: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN) pass func toggle_vsync(value : bool) -> void: Save.game_data.vsync_on = value Save.save_data() if value: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED) else: DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED) pass # Audio Global Settings func update_master_volume(vol : int) -> void: Save.game_data.master_volume = vol Save.save_data() AudioServer.set_bus_volume_db(master_bus_index, vol) pass func update_music_volume(vol : int) -> void: Save.game_data.music_volume = vol Save.save_data() AudioServer.set_bus_volume_db(music_bus_index, vol) pass func update_sfx_volume(vol : int) -> void: Save.game_data.sfx_volume = vol Save.save_data() AudioServer.set_bus_volume_db(sfx_bus_index, vol) pass