extends Node ### SISETMARE SU RAILS IL FATTORE DI CONVERSIONE DA UNITA' A KM!!! ### ORA HO LASCIATO 1:1 PER TEST #Achievements and stats must be published on Steam even if game is not yet released #if you have an error setting achievements or stats in debug mode remember to open your steam client #with jmp games account or another account who bought this game. If error persist try to clos and reopen steam client. const KNOWN := [ "stat_time_played", "stat_distance_km", "stat_stop_number", "stat_photo_number", "stat_toottoot_number", ] #how it works: #func _on_match_finished(score: int) -> void: # StatsManager.add_int("stat_time_played", 1) # StatsManager.set_int("stat_total_score", StatsManager.get_int("stat_total_score") + score) # StatsManager.store() #only one push at the end of the game # if StatsManager.get_int("stat_time_played") >= 10: # AchievementManager.unlock("ACH_PLAY_10_HOURS") #it call storeStats() func _ready() -> void: if not SteamManager.is_on_steam: return Steam.user_stats_stored.connect(_on_stats_stored) func get_int(stat: String) -> int: return Steam.getStatInt(stat) func get_float(stat: String) -> float: return Steam.getStatFloat(stat) func set_int(stat: String, value: int) -> void: if not KNOWN.has(stat): push_warning("Stat not found: %s" % stat) return if not Steam.setStatInt(stat, value): push_error("setStatInt failed (incremental with value less than current value? is published on steam?): %s" % stat) func set_float(stat: String, value: float) -> void: if not KNOWN.has(stat): push_warning("Stat not found: %s" % stat) return if not Steam.setStatFloat(stat, value): push_error("setStatFloat failed: %s" % stat) func add_int(stat: String, amount: int = 1) -> void: set_int(stat, get_int(stat) + amount) func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void: Steam.updateAvgRateStat(stat, count_this_session, session_length) #Send all data to server; call it at the end of the game of when exit func store() -> void: if not Steam.storeStats(): push_error("storeStats failed; data saved locally") #Development only: reset stats func reset_all(include_achievements: bool = false) -> void: if !Steam.resetAllStats(include_achievements): push_error("resetAllStats failed") func _on_stats_stored(_game: int, result: int) -> void: if !result: print("stats not ready: (result %d)" % [result])