Metin2 game client (P0–P11) + mobile asset pipeline
Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
This commit is contained in:
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# SystemOptionUI (P11) —— 系统设置窗(1:1 迁移 `assets/root/uisystemoption.py` `OptionDialog`)。
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#
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# var so := preload("res://ui/system_option_ui.gd").new()
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# add_child(so)
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# so.setup(ui_manager, assets_root, audio_node, func(): return cam, func(): return env)
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# so.toggle() # ESC(无其它窗打开时)
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#
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# 布局走真 `assets/uiscript/uiscript/systemoptiondialog.py`(UiScript → UiBuild)。
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# 控件绑定逐字对照 uisystemoption.py:
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# music_volume_controller → snd.SetMusicVolume + systemSetting.SetMusicVolume
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# sound_volume_controller → snd.SetSoundVolume + systemSetting.SetSoundVolume
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# camera_short / camera_long → systemSetting 镜头最大距离(近/远)
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# fog_level0 / 1 / 2 (浓/中/淡) → systemSetting.SetFogLevel(0..2)
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# tiling_cpu / tiling_gpu / apply → 原为 CPU/GPU 分块渲染,Godot 渲染器无对应,保留为占位
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# 设置持久化到 `user://system_option.cfg`(= 原 systemSetting 的配置文件)。
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extends Node
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const CFG_PATH := "user://system_option.cfg"
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const CAMERA_MAX := [11.0, 20.0] # 近 / 远(game_camera.max_dist)
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const FOG_DENSITY := [0.055, 0.018, 0.004] # 浓 / 中 / 淡(Environment.fog_density)
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# uiScriptLocale 未接全局 Locale 时的中文兜底
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const LABELS := {
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"titlename": "系统设置", "music_name": "背景音乐", "sound_name": "音效",
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"bgm_button": "更换", "bgm_file": "默认主题", "camera_mode": "镜头距离",
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"camera_short": "近", "camera_long": "远", "fog_mode": "雾",
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"fog_level0": "浓", "fog_level1": "中", "fog_level2": "淡",
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"tiling_mode": "图形内存", "tiling_cpu": "CPU", "tiling_gpu": "GPU", "tiling_apply": "应用",
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}
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var ui: CanvasLayer
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var assets_root := ""
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var uiscript_dir := ""
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var audio: Node
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var _cam_get: Callable = Callable()
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var _env_get: Callable = Callable()
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var _win: Dictionary = {}
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var _cfg := ConfigFile.new()
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# --- 状态(= systemSetting 值)---
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var music_volume := 0.6
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var sound_volume := 0.9
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var camera_mode := 1 # 0 近, 1 远
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var fog_level := 1 # 0 浓, 1 中, 2 淡
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var tiling_mode := 1 # 0 CPU, 1 GPU(占位)
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func setup(ui_manager: CanvasLayer, assets: String, audio_node: Node = null,
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cam_getter := Callable(), env_getter := Callable()) -> void:
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ui = ui_manager
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assets_root = assets
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if assets_root == "" and ui and "assets_root" in ui:
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assets_root = ui.assets_root
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uiscript_dir = assets_root.path_join("uiscript/uiscript")
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if not DirAccess.dir_exists_absolute(uiscript_dir):
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uiscript_dir = assets_root.path_join("uiscript")
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audio = audio_node
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_cam_get = cam_getter
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_env_get = env_getter
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_load_cfg()
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_apply_all() # 持久化的设置在开窗前就生效
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# --- open / close ---------------------------------------------------
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func is_open() -> bool:
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return not _win.is_empty() and is_instance_valid(_win.get("root"))
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func toggle() -> void:
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if is_open(): close()
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else: open()
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func close() -> void:
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if is_open():
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ui.close(_win["root"])
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_win = {}
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func open() -> void:
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if is_open():
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return
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var path := uiscript_dir.path_join("systemoptiondialog.py")
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if not FileAccess.file_exists(path):
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push_warning("SystemOptionUI: no systemoptiondialog.py at " + path)
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return
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_win = ui.open_script(path, assets_root)
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if not is_open():
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return
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_relabel()
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_wire()
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_sync_controls()
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func _node(nm: String) -> Control:
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if _win.is_empty():
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return null
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var n = _win.get("nodes", {}).get(nm, null)
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return n if n is Control else null
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# uiScriptLocale 兜底:把 `<KEY>` 文本换成中文
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func _relabel() -> void:
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for nm in LABELS:
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var n := _node(nm)
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if n and n.has_method("set_text"):
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n.set_text(LABELS[nm])
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# --- wiring (uisystemoption.__Load) ---------------------------------
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func _wire() -> void:
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var mv := _node("music_volume_controller")
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if mv is Range:
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mv.min_value = 0.0
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mv.max_value = 1.0
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mv.step = 0.01
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mv.value = music_volume
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mv.value_changed.connect(_on_music_volume)
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var sv := _node("sound_volume_controller")
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if sv is Range:
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sv.min_value = 0.0
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sv.max_value = 1.0
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sv.step = 0.01
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sv.value = sound_volume
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sv.value_changed.connect(_on_sound_volume)
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_bind_radio(["camera_short", "camera_long"], func(i):
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camera_mode = i
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_apply_camera()
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_save())
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_bind_radio(["fog_level0", "fog_level1", "fog_level2"], func(i):
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fog_level = i
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_apply_fog()
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_save())
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_bind_radio(["tiling_cpu", "tiling_gpu"], func(i):
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tiling_mode = i
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_save())
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var apply_btn := _node("tiling_apply")
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if apply_btn is BaseButton:
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apply_btn.pressed.connect(func():
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# 原 __OnClickTilingApplyButton 会重启客户端应用 CPU/GPU 分块;
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# Godot 渲染器无此项,仅记录选择。
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_save())
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var bgm_btn := _node("bgm_button")
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if bgm_btn is BaseButton:
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bgm_btn.disabled = true # 换 BGM 需音乐文件选择器,暂缺
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func _bind_radio(names: Array, on_pick: Callable) -> void:
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var boxes: Array = []
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for nm in names:
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boxes.append(_node(nm))
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for i in boxes.size():
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var b = boxes[i]
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if not (b is BaseButton):
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continue
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b.toggle_mode = true
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var idx := i
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b.pressed.connect(func():
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for j in boxes.size():
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if boxes[j] is BaseButton:
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boxes[j].set_pressed_no_signal(j == idx)
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on_pick.call(idx))
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# 把当前状态回填到控件(开窗时)
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func _sync_controls() -> void:
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_set_radio(["camera_short", "camera_long"], camera_mode)
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_set_radio(["fog_level0", "fog_level1", "fog_level2"], fog_level)
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_set_radio(["tiling_cpu", "tiling_gpu"], tiling_mode)
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func _set_radio(names: Array, active: int) -> void:
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for i in names.size():
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var b = _node(names[i])
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if b is BaseButton:
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b.set_pressed_no_signal(i == active)
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# --- change handlers ----------------------------------------------------
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func _on_music_volume(v: float) -> void:
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music_volume = clampf(v, 0.0, 1.0)
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_apply_music()
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_save()
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func _on_sound_volume(v: float) -> void:
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sound_volume = clampf(v, 0.0, 1.0)
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_apply_sound()
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_save()
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# --- apply to engine --------------------------------------------------
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func _apply_all() -> void:
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_apply_music()
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_apply_sound()
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_apply_camera()
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_apply_fog()
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func _apply_music() -> void:
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if audio == null:
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return
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if "master_bgm" in audio:
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audio.master_bgm = music_volume
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# 已在播放的 BGM 声道即时跟随
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if "_bgm" in audio and "_bgm_cur" in audio:
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var pl = audio._bgm[audio._bgm_cur]
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if is_instance_valid(pl):
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pl.volume_db = linear_to_db(maxf(music_volume, 0.0001))
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func _apply_sound() -> void:
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if audio and "master_sfx" in audio:
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audio.master_sfx = sound_volume # play_ui / play_at 每次读取
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func _apply_camera() -> void:
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if not _cam_get.is_valid():
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return
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var c = _cam_get.call()
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if c == null:
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return
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var m: float = CAMERA_MAX[clampi(camera_mode, 0, 1)]
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if "max_dist" in c:
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c.max_dist = m
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if "dist" in c:
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c.dist = minf(c.dist, m)
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func _apply_fog() -> void:
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if not _env_get.is_valid():
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return
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var e = _env_get.call()
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if not (e is Environment):
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return
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e.fog_enabled = true
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e.fog_density = FOG_DENSITY[clampi(fog_level, 0, 2)]
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# --- persistence (= systemSetting 配置文件) --------------------------
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func _load_cfg() -> void:
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if _cfg.load(CFG_PATH) != OK:
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return
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music_volume = float(_cfg.get_value("audio", "music_volume", music_volume))
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sound_volume = float(_cfg.get_value("audio", "sound_volume", sound_volume))
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camera_mode = int(_cfg.get_value("video", "camera_mode", camera_mode))
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fog_level = int(_cfg.get_value("video", "fog_level", fog_level))
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tiling_mode = int(_cfg.get_value("video", "tiling_mode", tiling_mode))
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func _save() -> void:
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_cfg.set_value("audio", "music_volume", music_volume)
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_cfg.set_value("audio", "sound_volume", sound_volume)
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_cfg.set_value("video", "camera_mode", camera_mode)
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_cfg.set_value("video", "fog_level", fog_level)
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_cfg.set_value("video", "tiling_mode", tiling_mode)
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_cfg.save(CFG_PATH)
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