Add one-click audio recovery
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@@ -163,7 +163,7 @@ const BATTLE_UNIT_LIST_PANEL_SIZE := Vector2(420, 360)
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const BATTLE_UNIT_LIST_ROW_SIZE := Vector2(372, 58)
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const BATTLE_UNIT_LIST_ICON_SIZE := Vector2(46, 46)
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const BATTLE_UNIT_LIST_BADGE_SIZE := Vector2(72, 22)
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const SETTINGS_PANEL_SIZE := Vector2(420, 286)
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const SETTINGS_PANEL_SIZE := Vector2(420, 330)
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const LOCAL_COMMAND_BUTTON_SIZE := Vector2(92, 38)
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const LOCAL_COMMAND_CANCEL_BUTTON_SIZE := Vector2(196, 30)
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const POST_MOVE_MENU_SIZE := Vector2(240, 146)
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@@ -520,6 +520,7 @@ var settings_bgm_volume_slider: HSlider
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var settings_sfx_volume_slider: HSlider
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var settings_bgm_volume_value_label: Label
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var settings_sfx_volume_value_label: Label
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var settings_audio_reset_button: Button
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var restart_button: Button
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var new_campaign_button: Button
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var opening_prologue_root: Control
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@@ -553,6 +554,7 @@ var title_bgm_volume_slider: HSlider
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var title_sfx_volume_slider: HSlider
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var title_bgm_volume_value_label: Label
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var title_sfx_volume_value_label: Label
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var title_audio_reset_button: Button
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var title_settings_back_button: Button
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var title_screen_visible := false
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var title_bgm_enabled := true
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@@ -2419,6 +2421,13 @@ func _create_hud() -> void:
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_apply_label_style(settings_sfx_volume_value_label, UI_PARCHMENT_TEXT, 13)
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settings_sfx_volume_row.add_child(settings_sfx_volume_value_label)
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settings_audio_reset_button = Button.new()
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settings_audio_reset_button.text = "소리 켜기"
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settings_audio_reset_button.custom_minimum_size = Vector2(374, 32)
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settings_audio_reset_button.tooltip_text = "배경음과 효과음을 켜고 음량을 기본값으로 되돌린 뒤 확인음을 재생합니다."
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settings_audio_reset_button.pressed.connect(_on_settings_audio_reset_pressed)
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settings_column.add_child(settings_audio_reset_button)
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settings_edge_scroll_toggle = CheckButton.new()
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settings_edge_scroll_toggle.text = "가장자리 스크롤"
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settings_edge_scroll_toggle.custom_minimum_size = Vector2(374, 30)
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@@ -3692,7 +3701,7 @@ func _create_hud() -> void:
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title_settings_panel = PanelContainer.new()
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title_settings_panel.visible = false
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title_settings_panel.custom_minimum_size = Vector2(432, 236)
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title_settings_panel.custom_minimum_size = Vector2(432, 268)
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_apply_panel_style(title_settings_panel, "hud_info")
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title_menu_column.add_child(title_settings_panel)
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@@ -3784,6 +3793,13 @@ func _create_hud() -> void:
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_apply_label_style(title_sfx_volume_value_label, UI_PARCHMENT_TEXT, 13)
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title_sfx_volume_row.add_child(title_sfx_volume_value_label)
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title_audio_reset_button = Button.new()
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title_audio_reset_button.text = "소리 켜기"
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title_audio_reset_button.custom_minimum_size = Vector2(392, 32)
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title_audio_reset_button.tooltip_text = "배경음과 효과음을 켜고 음량을 기본값으로 되돌린 뒤 확인음을 재생합니다."
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title_audio_reset_button.pressed.connect(_on_title_audio_reset_pressed)
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title_settings_column.add_child(title_audio_reset_button)
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title_edge_scroll_toggle = CheckButton.new()
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title_edge_scroll_toggle.text = "가장자리 스크롤"
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title_edge_scroll_toggle.custom_minimum_size = Vector2(392, 30)
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@@ -3850,7 +3866,9 @@ func _create_hud() -> void:
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title_load_auto_button,
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title_load_manual_button,
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title_load_back_button,
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title_settings_back_button
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title_settings_back_button,
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title_audio_reset_button,
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settings_audio_reset_button
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]:
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_apply_button_style(hud_button)
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_apply_button_style(title_bgm_toggle)
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@@ -11302,6 +11320,10 @@ func _on_settings_sfx_volume_changed(value: float) -> void:
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_on_title_sfx_volume_changed(value)
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func _on_settings_audio_reset_pressed() -> void:
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_restore_audio_defaults(true)
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func _on_battle_unit_list_pressed() -> void:
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if battle_unit_list_button == null or battle_unit_list_button.disabled:
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return
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@@ -11943,6 +11965,24 @@ func _on_title_sfx_volume_changed(value: float) -> void:
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_play_sfx("ui_click", UI_SFX_VOLUME_DB)
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func _on_title_audio_reset_pressed() -> void:
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_restore_audio_defaults(true)
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func _restore_audio_defaults(play_preview: bool) -> void:
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title_bgm_enabled = true
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title_sfx_enabled = true
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title_bgm_volume_percent = 100
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title_sfx_volume_percent = 100
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_apply_audio_settings()
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_save_title_settings()
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_refresh_title_volume_controls()
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_update_title_menu_state()
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_play_bgm(current_bgm_key if not current_bgm_key.is_empty() else "menu")
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if play_preview:
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_play_sfx("menu_confirm", UI_SFX_VOLUME_DB)
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func _update_top_archive_buttons() -> void:
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var prep_available := (
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not battle_started
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