using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.Localization; using UnityEngine.UI; [System.Serializable] public enum SettingFieldType { Language, Volume_SFx, Volume_Music, Resolution, FullScreen, ShadowDistance, AntiAliasing, ShadowQuality, Volume_Master, } [System.Serializable] public class SettingTab { public SettingsType settingTabsType; public LocalizedString title; } [System.Serializable] public class SettingField { public SettingsType settingTabsType; public SettingFieldType settingFieldType; public LocalizedString title; } public enum SettingsType { Language, Graphics, Audio, } public class UISettingsController : MonoBehaviour { [SerializeField] private UISettingsLanguageComponent _languageComponent; [SerializeField] private UISettingsGraphicsComponent _graphicsComponent; [SerializeField] private UISettingsAudioComponent _audioComponent; [SerializeField] private UISettingTabsFiller _settingTabFiller = default; [SerializeField] private SettingsSO _currentSettings = default; [SerializeField] private List _settingTabsList = new List(); private SettingsType _selectedTab = SettingsType.Audio; [SerializeField] private InputReader _inputReader = default; [SerializeField] private VoidEventChannelSO SaveSettingsEvent = default; public UnityAction Closed; private void OnEnable() { _languageComponent._save += SaveLaguageSettings; _audioComponent._save += SaveAudioSettings; _graphicsComponent._save += SaveGraphicsSettings; _inputReader.menuCloseEvent += CloseScreen; _inputReader.TabSwitched += SwitchTab; _settingTabFiller.FillTabs(_settingTabsList); _settingTabFiller.ChooseTab += OpenSetting; OpenSetting(SettingsType.Audio); } private void OnDisable() { _inputReader.menuCloseEvent -= CloseScreen; _inputReader.TabSwitched -= SwitchTab; _languageComponent._save -= SaveLaguageSettings; _audioComponent._save -= SaveAudioSettings; _graphicsComponent._save -= SaveGraphicsSettings; } public void CloseScreen() { Closed.Invoke(); } void OpenSetting(SettingsType settingType) { _selectedTab = settingType; switch (settingType) { case SettingsType.Language: _currentSettings.SaveLanguageSettings(_currentSettings.CurrentLocale); break; case SettingsType.Graphics: _graphicsComponent.Setup(); break; case SettingsType.Audio: _audioComponent.Setup(_currentSettings.MusicVolume, _currentSettings.SfxVolume, _currentSettings.MasterVolume); break; default: break; } _languageComponent.gameObject.SetActive(settingType == SettingsType.Language); _graphicsComponent.gameObject.SetActive((settingType == SettingsType.Graphics)); _audioComponent.gameObject.SetActive(settingType == SettingsType.Audio); _settingTabFiller.SelectTab(settingType); } void SwitchTab(float orientation) { if (orientation != 0) { bool isLeft = orientation < 0; int initialIndex = _settingTabsList.FindIndex(o => o == _selectedTab); if (initialIndex != -1) { if (isLeft) { initialIndex--; } else { initialIndex++; } initialIndex = Mathf.Clamp(initialIndex, 0, _settingTabsList.Count - 1); } OpenSetting(_settingTabsList[initialIndex]); } } public void SaveLaguageSettings(Locale local) { _currentSettings.SaveLanguageSettings(local); SaveSettingsEvent.RaiseEvent(); } public void SaveGraphicsSettings(int newResolutionsIndex, int newAntiAliasingIndex, float newShadowDistance, bool fullscreenState) { _currentSettings.SaveGraphicsSettings(newResolutionsIndex, newAntiAliasingIndex, newShadowDistance, fullscreenState); SaveSettingsEvent.RaiseEvent(); } void SaveAudioSettings(float musicVolume, float sfxVolume, float masterVolume) { _currentSettings.SaveAudioSettings(musicVolume, sfxVolume, masterVolume); SaveSettingsEvent.RaiseEvent(); } }