using System; using System.Collections.Generic; using Cirno.Scripts.Enums; using Godot; namespace Cirno.Scripts.Utils; public class SessionSettings { public GameMode GameMode { get; set; } = GameMode.Game; public bool SkipDialogues { get; set; } = false; public bool GodMode { get; set; } = false; public DifficultyLevel Difficulty { get; set; } = DifficultyLevel.Normal; public bool AllowSaving { get; set; } = false; public Godot.Collections.Dictionary Items { get; set; } = new(); public int LevelNumber { get; set; } = 0; public StringName MapId { get; set; } public float Health { get; set; } public float Shield { get; set; } public string EquippedWeaponId { get; set; } public float DifficultyDamageMultiplier => this.Difficulty switch { DifficultyLevel.Easy => 1.4f, DifficultyLevel.Normal => 1.2f, DifficultyLevel.Hard or DifficultyLevel.Lunatic => 1f, _ => 1f }; public void NewSession() { Items = new(); EquippedWeaponId = string.Empty; } }