imported main menu scene addon
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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_or_create_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_or_create_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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@@ -0,0 +1 @@
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uid://34ojrqt1klav
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@@ -0,0 +1,24 @@
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class_name GlobalStateData
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extends Resource
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@export var first_version_opened : String
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@export var last_version_opened : String
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@export var last_unix_time_opened : int
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@export var states : Dictionary
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func get_or_create_state(key_name : String, state_type_path : String) -> Resource:
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var new_state : Resource
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var new_state_script = load(state_type_path)
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if new_state_script is GDScript:
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new_state = new_state_script.new()
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if key_name in states:
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var saved_state : Resource = states[key_name]
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var saved_script = saved_state.get_script()
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var new_script = new_state.get_script()
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if saved_script and new_script and saved_script == new_script:
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return saved_state
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states[key_name] = new_state
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return new_state
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func has_state(key_name : String) -> bool:
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return key_name in states
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@@ -0,0 +1 @@
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uid://bb3tb71vb6p8w
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