settings.cs 12 KB

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  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using UnityEngine.UI;
  5. using UnityEngine.Rendering.PostProcessing;
  6. public class settings : MonoBehaviour
  7. {
  8. public AudioSource audSrc;
  9. public GameObject[] settingsSections;
  10. public Button[] settingsSectionsBtns;
  11. public AudioClip settingsSectionSelectedSFX;
  12. public AudioClip settingsChangedSFX;
  13. public AudioClip onHoverSfx;
  14. [Header("Graphics")]
  15. public Toggle vsync;
  16. public Toggle fullscreen;
  17. public Dropdown shadows;
  18. public Dropdown aa;
  19. public Dropdown pp;
  20. public Dropdown particles;
  21. public Dropdown textureQ;
  22. public Dropdown meshQ;
  23. public Dropdown lightningQ;
  24. public customDropDown resolution;
  25. CanvasGroup canvasGroup;
  26. public void show()
  27. {
  28. canvasGroup.blocksRaycasts = canvasGroup.interactable = true;
  29. }
  30. public void hide()
  31. {
  32. canvasGroup.blocksRaycasts = canvasGroup.interactable = false;
  33. }
  34. #region setMethods
  35. public void OnVsync(bool b){
  36. PlayerPrefs.SetInt("vsync", (b) ? 1 : 0);
  37. PlayerPrefs.Save();
  38. playSettingsChangedSFX();
  39. reloadGraphicSettings();
  40. }
  41. public void OnFullscreen(bool b){
  42. PlayerPrefs.SetInt("fullscreen", (b) ? 1 : 0);
  43. PlayerPrefs.Save();
  44. playSettingsChangedSFX();
  45. reloadGraphicSettings();
  46. }
  47. public void OnShadows(int option){
  48. PlayerPrefs.SetInt("shadows", option);
  49. PlayerPrefs.Save();
  50. playSettingsChangedSFX();
  51. reloadGraphicSettings();
  52. }
  53. public void OnAntialiasing(int option){
  54. PlayerPrefs.SetInt("aa", option);
  55. PlayerPrefs.Save();
  56. playSettingsChangedSFX();
  57. reloadGraphicSettings();
  58. }
  59. public void OnPostprocessing(int option){
  60. PlayerPrefs.SetInt("pp", option);
  61. PlayerPrefs.Save();
  62. playSettingsChangedSFX();
  63. reloadGraphicSettings();
  64. }
  65. public void OnParticles(int option){
  66. PlayerPrefs.SetInt("particles", option);
  67. PlayerPrefs.Save();
  68. playSettingsChangedSFX();
  69. reloadGraphicSettings();
  70. }
  71. public void OnTexture(int option){
  72. PlayerPrefs.SetInt("textureQ", option);
  73. PlayerPrefs.Save();
  74. playSettingsChangedSFX();
  75. reloadGraphicSettings();
  76. }
  77. public void OnMeshq(int option){
  78. PlayerPrefs.SetInt("meshQ", option);
  79. PlayerPrefs.Save();
  80. playSettingsChangedSFX();
  81. reloadGraphicSettings();
  82. }
  83. public void OnLightningq(int option){
  84. PlayerPrefs.SetInt("lightningQ", option);
  85. PlayerPrefs.Save();
  86. playSettingsChangedSFX();
  87. reloadGraphicSettings();
  88. }
  89. public void OnResolution(){
  90. PlayerPrefs.SetString("resolution", resolution.GetOptions()[resolution.selectedIndex].ToString());
  91. PlayerPrefs.Save();
  92. reloadGraphicSettings();
  93. }
  94. #endregion
  95. public bool resolutionsInitDone;
  96. void Start()
  97. { //Resolutions
  98. // resolution.options.Clear();
  99. Vector2[] resList = {
  100. new Vector2(7680,4320),
  101. new Vector2(3840, 2160),
  102. new Vector2(2048, 1080),
  103. new Vector2(2560, 1440),
  104. new Vector2(1920,1080),
  105. new Vector2(1366,768),
  106. new Vector2(1024, 720),
  107. new Vector2(620, 480),
  108. };
  109. canvasGroup = GetComponent<CanvasGroup>();
  110. SettingPage.instance = this;
  111. #region deprecated
  112. /*
  113. vsync.onValueChanged.AddListener((bool b) => {
  114. });
  115. fullscreen.onValueChanged.AddListener((bool b) => {
  116. });
  117. shadows.onValueChanged.AddListener((int option) =>
  118. {
  119. });
  120. aa.onValueChanged.AddListener((int option) =>
  121. {
  122. });
  123. pp.onValueChanged.AddListener((int option) =>
  124. {
  125. });
  126. particles.onValueChanged.AddListener((int option) =>
  127. {
  128. });
  129. textureQ.onValueChanged.AddListener((int option) =>
  130. {
  131. });
  132. meshQ.onValueChanged.AddListener((int option) =>
  133. {
  134. });
  135. lightningQ.onValueChanged.AddListener((int option) =>
  136. {
  137. });
  138. resolution.onValueChanged.AddListener((int option) =>
  139. {
  140. //resolution.options[resolution.value].text
  141. });*/
  142. #endregion
  143. Display display = Display.main;
  144. List<string> resolutions = new List<string>();
  145. foreach (Vector2 res in resList)
  146. {
  147. if(res.x <= display.systemWidth && res.y <= display.systemHeight)
  148. {
  149. // resolution.options.Add(new Dropdown.OptionData(res.x +"x"+res.y));
  150. resolutions.Add(res.x +"x"+res.y);
  151. }
  152. }
  153. resolution.SetOptions(resolutions);
  154. // initLOD();
  155. reloadSettings();
  156. resolutionsInitDone = true;
  157. if (settingsSections.Length != settingsSectionsBtns.Length) { Debug.LogError("IMBALANCED SETTINGS CONFIG!"); }
  158. else
  159. {
  160. for (int i = 0; i < settingsSectionsBtns.Length; i++)
  161. {
  162. int x = i;
  163. settingsSectionsBtns[x].onClick.AddListener(() => { onSettingsSectionClick(x); });
  164. }
  165. }
  166. onSettingsSectionClick(0);
  167. }
  168. public GameObject[] hqLights;
  169. public void reloadSettings()
  170. {
  171. reloadGraphicSettings();
  172. }
  173. void onSettingsSectionClick(int i)
  174. {
  175. Debug.Log("Selected " + i + " button");
  176. for (int x = 0; x < settingsSectionsBtns.Length; x++)
  177. {
  178. settingsSectionsBtns[x].interactable = (x != i);
  179. settingsSections[x].SetActive((x == i));
  180. }
  181. reloadGraphicSettings();
  182. audSrc.PlayOneShot(settingsSectionSelectedSFX);
  183. }
  184. public void playSettingsChangedSFX()
  185. {
  186. audSrc.PlayOneShot(settingsChangedSFX);
  187. }
  188. public void OnHoverSFX()
  189. {
  190. audSrc.PlayOneShot(onHoverSfx);
  191. }
  192. // Update is called once per frame
  193. void Update()
  194. {
  195. if (Input.GetKeyDown(KeyCode.Escape))
  196. {
  197. hide();
  198. }
  199. if (canvasGroup.interactable && canvasGroup.alpha < 1)
  200. {
  201. canvasGroup.alpha += 0.05f;
  202. }
  203. if (!canvasGroup.interactable && canvasGroup.alpha > 0)
  204. {
  205. canvasGroup.alpha -= 0.05f;
  206. }
  207. }
  208. public void reloadGraphicSettings()
  209. {
  210. hqLights = GameObject.FindGameObjectsWithTag("HQLights");
  211. //Read all settings from prefs
  212. vsync.isOn = PlayerPrefs.GetInt("vsync") == 1;
  213. fullscreen.isOn = PlayerPrefs.GetInt("fullscreen") == 1;
  214. shadows.value = PlayerPrefs.GetInt("shadows");
  215. aa.value = PlayerPrefs.GetInt("aa");
  216. pp.value = PlayerPrefs.GetInt("pp");
  217. particles.value = PlayerPrefs.GetInt("particles");
  218. textureQ.value = PlayerPrefs.GetInt("textureQ");
  219. meshQ.value = PlayerPrefs.GetInt("meshQ");
  220. lightningQ.value = PlayerPrefs.GetInt("lightningQ");
  221. resolution.SetValue(resolution.GetOption(PlayerPrefs.GetString("resolution")));
  222. //APPLY EACH
  223. QualitySettings.vSyncCount = PlayerPrefs.GetInt("vsync");
  224. QualitySettings.softParticles = pp.value == 1;
  225. switch (shadows.value)
  226. {
  227. case 0:
  228. QualitySettings.shadows = ShadowQuality.All;
  229. QualitySettings.shadowResolution = ShadowResolution.VeryHigh;
  230. break;
  231. case 1:
  232. QualitySettings.shadows = ShadowQuality.All;
  233. QualitySettings.shadowResolution = ShadowResolution.High;
  234. break;
  235. case 2:
  236. QualitySettings.shadows = ShadowQuality.HardOnly;
  237. QualitySettings.shadowResolution = ShadowResolution.Medium;
  238. break;
  239. case 3:
  240. QualitySettings.shadows = ShadowQuality.HardOnly;
  241. QualitySettings.shadowResolution = ShadowResolution.Low;
  242. break;
  243. case 4:
  244. QualitySettings.shadows = ShadowQuality.Disable;
  245. break;
  246. }
  247. switch (aa.value)
  248. {
  249. case 0:
  250. QualitySettings.antiAliasing = 0;
  251. break;
  252. case 1:
  253. QualitySettings.antiAliasing = 2;
  254. break;
  255. case 2:
  256. QualitySettings.antiAliasing = 4;
  257. break;
  258. case 3:
  259. QualitySettings.antiAliasing = 8;
  260. break;
  261. }
  262. PostProcessVolume[] volumes = FindObjectsOfType<PostProcessVolume>();
  263. switch (pp.value)
  264. {
  265. case 0:
  266. foreach (PostProcessVolume vol in volumes)
  267. {
  268. vol.enabled = true;
  269. }
  270. break;
  271. case 3:
  272. foreach(PostProcessVolume vol in volumes)
  273. {
  274. vol.enabled = false;
  275. }
  276. break;
  277. }
  278. QualitySettings.masterTextureLimit = (textureQ.value > 2)? 6 : textureQ.value;
  279. // changeLodDef(meshQ.value);
  280. switch (lightningQ.value)
  281. {
  282. case 0:
  283. foreach(GameObject light in hqLights)
  284. {
  285. if (light.GetComponent<Light>()==null) { continue; }
  286. light.GetComponent<Light>().enabled = true;
  287. }
  288. break;
  289. case 1:
  290. foreach (GameObject light in hqLights)
  291. {
  292. if (light.GetComponent<Light>()==null) { continue; }
  293. light.GetComponent<Light>().enabled = false;
  294. }
  295. break;
  296. }
  297. Screen.fullScreen = fullscreen.isOn;
  298. string[] res = PlayerPrefs.GetString("resolution").Split('x');
  299. Screen.SetResolution(int.Parse(res[0]), int.Parse(res[1]), fullscreen.isOn);
  300. }
  301. public void initLOD()
  302. {
  303. LODGroup[] lods = FindObjectsOfType<LODGroup>();
  304. foreach(LODGroup lod in lods)
  305. {
  306. if (lod.lodCount != 3) { continue; }
  307. LODDataHolder data = lod.gameObject.AddComponent(typeof(LODDataHolder)) as LODDataHolder;
  308. // data.LODs = lod.GetLODs();
  309. List<Mesh> meshes = new List<Mesh>();
  310. Debug.Log($"Got {lod.lodCount} LODS");
  311. for (int i =0; i < lod.lodCount; i++)
  312. {
  313. if(lod.GetLODs()[i].renderers.Length == 0) { continue; }
  314. if (lod.GetLODs()[i].renderers[0].GetComponent<MeshFilter>() == null) { Debug.Log("GOT EM!"); }
  315. if(lod.GetLODs()[i].renderers[0].GetComponent<MeshCollider>()!= null) { meshes.Add(lod.GetLODs()[i].renderers[0].GetComponent<MeshCollider>().sharedMesh); continue; }
  316. meshes.Add(lod.GetLODs()[i].renderers[0].GetComponent<MeshFilter>().mesh);
  317. }
  318. data.LODs = meshes.ToArray();
  319. }
  320. }
  321. public void changeLodDef(int value)
  322. {
  323. LODDataHolder[] lodsData = FindObjectsOfType<LODDataHolder>();
  324. foreach(LODDataHolder lodData in lodsData)
  325. {
  326. LODGroup lodGroup = lodData.GetComponent<LODGroup>();
  327. switch (value)
  328. {
  329. case 0:
  330. lodGroup.GetLODs()[0].renderers[0].GetComponent<MeshFilter>().mesh = lodData.LODs[value];
  331. lodGroup.ForceLOD(-1);
  332. break;
  333. case 1:
  334. lodGroup.GetLODs()[0].renderers[0].GetComponent<MeshFilter>().mesh = lodData.LODs[1];
  335. lodGroup.ForceLOD(-1);
  336. break;
  337. case 2:
  338. lodGroup.ForceLOD(2);
  339. break;
  340. }
  341. try
  342. {
  343. lodGroup.GetLODs()[0].renderers[0].GetComponent<MeshFilter>().mesh = lodData.LODs[value];
  344. }
  345. catch { Debug.Log(lodGroup.name); }
  346. try
  347. {
  348. lodGroup.GetLODs()[1].renderers[0].GetComponent<MeshFilter>().mesh = lodData.LODs[(value == 2) ? 2 : 1];
  349. }
  350. catch { Debug.Log(lodGroup.name); }
  351. try
  352. {
  353. lodGroup.GetLODs()[2].renderers[0].GetComponent<MeshFilter>().mesh = lodData.LODs[2];
  354. }
  355. catch { Debug.Log(lodGroup.name); }
  356. }
  357. }
  358. }
  359. public static class SettingPage
  360. {
  361. public static settings instance;
  362. }