//Eseguito in Update se aperto il MiniMenu opzioni public void SettingDataUpdate() { //////Assegno i volori deli slider alle variabili (a runtime, mentre li modifica l'utente) GameManager.Instance.MasterMixer.SetFloat("SoundsVolume", (SoundsVol_Slider.value * GameManager.Instance.AudioMultipler) - 20); GameManager.Instance.MasterMixer.SetFloat("MusicVolume", (MusicVol_Slider.value * MusicManager.MusicAmplifer) - 20); GameManager.ControlsUIScale = UIScale_Slider.value; GameManager.Instance.CameraDistance = CameraDistance_Slider.value; GetUIScale.UIAlpha = UITransparence_Slider.value; SizeValue.text = "x" + System.Math.Round(GameManager.ControlsUIScale, 2); ////Limito il suono e nel caso, visualizzo le icone NoSuond if (SoundsVol_Slider.value <= 0.01f) { GameManager.Instance.MasterMixer.SetFloat("SoundsVolume", -100); _noSounds.SetActive(true); } else { _noSounds.SetActive(false); } if (MusicVol_Slider.value <= 0.01f) { GameManager.Instance.MasterMixer.SetFloat("MusicVolume", -100); _noMusic.SetActive(true); } else { _noMusic.SetActive(false); } Camera.main.transform.localPosition = new Vector3(Camera.main.transform.localPosition.x, Camera.main.transform.localPosition.y, GameManager.Instance.CameraDistance + GameManager.ThisLevelManager.TowerSize); GetUIScale.UpdateAll(); }
public static void HideMiniMenu() { ////Se il livello risulta già completato //if (GameManager.LevelComplete) return; //O se il personaggio ha già perso if (GameManager.Lose) { return; } // if(SaveSetting) // MiniOptionsMenu.GetComponent<MiniOptionsMenu>().SaveSetting(); MiniMenu.SetActive(false); MiniOptionsMenu.SetActive(false); if (!MainMenu.mainMenuIsActive) { Instance.SetGameState(GameManager.Game_State.Running); } GetUIScale.UpdateAll(); }