Namespace Squiggles.Core.Data
Classes
- Access
The singleton for managing accessibility features
- AudioBuses
The singleton for managing the Godot Audio Bus with a decent layer of abstraction.
- Controls
A singleton for managing controls mappings and sensitivities.
- DataPath
A utility class used for handling multiple save slots. Different DataPath instances can have different properties and rules.
- Effects
A singleton for managing juicy effects. Also handles the settings for reducing discomfort from certain effects. i.e. a player can disable screen shake if it affects them.
- GameplaySettings
The singleton for handling gameplay settings. These are designed to be highly configurable with a provider approach.
- Graphics
The singleton which handles graphics options (including window options)
- ModRegistry
The singleton which handles mod loading. As it stands, this mostly only supports resource swapping and GDScript. You would need to compile with unsafe code enabled to be able to load C# assembly files at runtime. I'm gonna assume that if you're smart enough to make that work, you're smart enough to add that feature too because I could only get part way. See commented out code for my attempts (T.T)
Also an important note, all of the methods in this are called internally. Basically no touchey my stuffey!
- SaveData
The singleton for handling saving/loading data to/from disk. Also for managing save slots if your game uses them.
- SaveDataBuilder
A utility class for serializing and deserializing structured data in a more custom way. Useful to pass as ref between different components.
- Stats
A rudimentary attempt at tracking some basic statistics about the user. Nothing "phones home" or anything. Just to provide the user meaningful data on their session time. Unfortunately, I never really finished making this part, and I'm unsure if its a feature with any demand. Most launchers manage runtime anyway so this could be completely unnecessary