extends Control func _ready() -> void: hide() Session.session_started.connect(%LeaveButton.show) Session.session_ended.connect(%LeaveButton.hide) Lobby.lobby_created.connect(%StopSession.show) Lobby.lobby_closed.connect(%StopSession.hide) %SensitivitySlider.set_value_no_signal(ClientSettings.SENSITIVITY) %SensitivityBox.set_value_no_signal(ClientSettings.SENSITIVITY) func _input(event: InputEvent) -> void: if event.is_action_pressed("menu_settings"): visible = not visible if visible: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE else: if Session.session_started_flag: Input.mouse_mode = Input.MOUSE_MODE_CAPTURED else: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE func _on_gameplay_main_slider_value_changed(value: float) -> void: AudioServer.set_bus_volume_linear(1,value) func _on_fullscreen_button_toggled(toggled_on: bool) -> void: DisplayServer.window_set_mode(DisplayServer.WINDOW_MODE_FULLSCREEN if toggled_on else DisplayServer.WINDOW_MODE_WINDOWED) func _on_sensitivity_slider_value_changed(value: float) -> void: %SensitivityBox.set_value_no_signal(value) ClientSettings.SENSITIVITY = value func _on_sensitivity_box_value_changed(value: float) -> void: %SensitivitySlider.set_value_no_signal(value) ClientSettings.SENSITIVITY = value func _on_leave_button_pressed() -> void: Session.quit_session() func _on_stop_session_pressed() -> void: if multiplayer.is_server(): Session.end_session()