这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

151 行
3.9 KiB

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 SettingsLanguageComponent _languageComponent;
[SerializeField] private SettingsGraphicsComponent _graphicsComponent;
[SerializeField] private SettingsAudioComponent _audioComponent;
[SerializeField] private UISettingTabsFiller _settingTabFiller = default;
[SerializeField] private SettingsSO _currentSettings;
[SerializeField] private List<SettingsType> _settingTabsList = new List<SettingsType>();
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();
}
}