Beispiel #1
0
        public void Play(int EntityID = -1)
        {
            if (!bInit)
            {
                return;
            }

            if (TargetType == MaterialOpRunType.EntityID)
            {
                //增加材质球只在高配以上起效,人物的skinned太耗了.
                if (ImageSetting.GetData().currEffectQuality < EffectQuality.QUALITY_GOOD)
                {
                    return;
                }
            }

            UpdateRendersFromEntityID(EntityID);

            if (!bPlay)
            {
                bPlay = true;
                if (DelayTime > 0.03f)
                {
                    GameUtil.StartCoroutineHelper(this, WaitForPlay());
                }
                else
                {
                    PlayerImpl();
                }
            }
        }
Beispiel #2
0
        private void PlayImpl(int mask)
        {
            if (!bInit)
            {
                return;
            }
            AllEffectCount++;
            //if (!bWaitForComplete && !isLoop && DebugMode)
            //{
            //    GameUtil.StartCoroutineHelper(this,WaitForComplete());
            //    bWaitForComplete = true;
            //}

            //设备丢失了,不播放
            if (Initialize.isDeviceLost)
            {
                return;
            }

            if (/*DebugMode ||*/ ForceBestQuality)
            {
                PlayModlues(BestObj, BestModules, isEnemy, mask);
                PlayModlues(HighObj, HighModlues, isEnemy, mask);
                PlayModlues(GoodObj, GoodModlues, isEnemy, mask);
                PlayModlues(FastestObj, FastestModlues, isEnemy, mask);
                return;
            }
            realyQuality = ImageSetting.GetData().currEffectQuality;

            //等级无效,不播放
            if (realyQuality == EffectQuality.Invalid)
            {
                return;
            }

            ApplyMask(mask);

            if (realyQuality == EffectQuality.QUALITY_FASTEST)
            {
                PlayModlues(FastestObj, FastestModlues, isEnemy, mask);
            }
            else if (realyQuality == EffectQuality.QUALITY_MEDIUM)
            {
                PlayModlues(GoodObj, GoodModlues, isEnemy, mask);
                PlayModlues(FastestObj, FastestModlues, isEnemy, mask);
            }
            else if (realyQuality == EffectQuality.QUALITY_GOOD)
            {
                PlayModlues(HighObj, HighModlues, isEnemy, mask);
                PlayModlues(GoodObj, GoodModlues, isEnemy, mask);
                PlayModlues(FastestObj, FastestModlues, isEnemy, mask);
            }
            else if (realyQuality == EffectQuality.QUALITY_BEST)
            {
                PlayModlues(BestObj, BestModules, isEnemy, mask);
                PlayModlues(HighObj, HighModlues, isEnemy, mask);
                PlayModlues(GoodObj, GoodModlues, isEnemy, mask);
                PlayModlues(FastestObj, FastestModlues, isEnemy, mask);
            }
        }
Beispiel #3
0
        private void ApplyMask(int mask)
        {
            if (mask == 0)
            {
                return;
            }

            if ((mask & (int)EffectNodeMask.Mask_DownLevelQuality) != 0)
            {
                int quality = (int)ImageSetting.GetData().currEffectQuality;
                int min     = (int)EffectQuality.QUALITY_FASTEST;
                int max     = (int)EffectQuality.QUALITY_BEST;
                quality--;
                quality = Mathf.Clamp(quality, min, max);

                realyQuality = (EffectQuality)quality;
            }

            if ((mask & (int)EffectNodeMask.Mask_UpLevelQuality) != 0)
            {
                int quality = (int)ImageSetting.GetData().currEffectQuality;
                int min     = (int)EffectQuality.QUALITY_FASTEST;
                int max     = (int)EffectQuality.QUALITY_BEST;
                quality++;
                quality = Mathf.Clamp(quality, min, max);

                realyQuality = (EffectQuality)quality;
            }
        }
Beispiel #4
0
 //自动调整按钮
 //public void OnAutoSettingBtnClick()
 //{
 //    ImageSetting.AutoAdjustQuality = AutoSetting.isOn ? 1 : 0;
 //    if (AutoSetting.isOn)
 //    {
 //        Shield.gameObject.SetActive(true);
 //        ImageSetting.AdjustLogic(GameFrameManager.FpsMonitor.AvgFps,true);
 //    }
 //    else
 //        Shield.gameObject.SetActive(false);
 //}
 public void ResetGameBrightessClick()
 {
     ModifyGameBrightness.interactable = false;
     ModifyGameBrightness.value        = 1;
     ModifyGameBrightness.interactable = true;
     ImageSetting.GetData().currGameBrightness = 1;
     ImageEffects.ImageEffectManager.API_SetImagEffectParam <ImageEffects.ModifyGameBrightness>(ImageEffects.ModifyGameBrightness.ModifyGameBrightnessKey, ImageSetting.GetData().currGameBrightness);
 }
Beispiel #5
0
    void Awake()
    {
        ImageSetting.GetData().currEffectQuality = EffectQuality.QUALITY_BEST;
        Initialize.mainCam = Camera.main;

        Initialize.mainCam.nearClipPlane = 0.1f;
        Initialize.mainCam.farClipPlane  = Mathf.Min(Initialize.mainCam.farClipPlane, 2000);
    }
Beispiel #6
0
 public void OnModifyGameBrightessValueChanged(float value)
 {
     if (!ModifyGameBrightness.interactable)
     {
         return;
     }
     ImageSetting.GetData().currGameBrightness = value;
     ImageEffects.ImageEffectManager.API_SetImagEffectParam <ImageEffects.ModifyGameBrightness>(ImageEffects.ModifyGameBrightness.ModifyGameBrightnessKey, ImageSetting.GetData().currGameBrightness);
 }
Beispiel #7
0
        public void OnAdvanceImangeEffectClick()
        {
            if (!AdvanceImangeEffect.interactable)
            {
                return;
            }

            ImageSetting.GetData().AdvanceImageEffectEnabled = AdvanceImangeEffect.isOn ? 1 : 0;
            ImageEffects.ImageEffectManager.AdvanceImangeEffectEnabled = ImageSetting.GetData().AdvanceImageEffectEnabled == 1;
            SetOthersImageSetting();
        }
Beispiel #8
0
        private void SetOthersImageSetting()
        {
            SSAO.interactable = AdvanceImangeEffect.isOn;
            SSAO.isOn         = ImageSetting.GetData().SSAOEnabled > 0 && AdvanceImangeEffect.isOn;

            BloomAndFlares.interactable = AdvanceImangeEffect.isOn;
            BloomAndFlares.isOn         = ImageSetting.GetData().BloomAndFlaresEnabled > 0 && AdvanceImangeEffect.isOn;

            FXAA.interactable = AdvanceImangeEffect.isOn;
            FXAA.isOn         = ImageSetting.GetData().FXAAEnabled > 0 && AdvanceImangeEffect.isOn;
        }
Beispiel #9
0
        IEnumerator DelayCheckRenderingQuality()
        {
            {
                yield return(null);

                if (ImageSetting.GetData().currSceneRenderingQuality <= SceneRenderingQuality.Fastest)
                {
                    FullScreenMovieTexture.Stop();
                }
            }
        }
Beispiel #10
0
        public override bool Init(IUIWnd wnd)
        {
            m_materialEffectParam = new UEffectMaterialParam(UEffectMaterialType.EMT_Blur, SniperscopeImage, true);
            if (UEffectManager.Instance.CreateEffect(UEffectType.UET_EffectMaterial, ref m_materialEffectParam))
            {
                (m_materialEffectParam as UEffectMaterialParam).ReturnEffectMaterial.SetTexture("_AlphaTex", SniperscopeMaskSprite);
                (m_materialEffectParam as UEffectMaterialParam).ReturnEffectMaterial.SetColor("_TintColor", new Color(0, 0, 0, 0.86f));
                (m_materialEffectParam as UEffectMaterialParam).ReturnEffectMaterial.SetFloat("_Vibrancy", 0f);

                onSceneRenderingQualityChanged(ImageSetting.GetData().currSceneRenderingQuality, SceneRenderingQuality.MAX);
            }


            HideSniperscope();
            return(base.Init(wnd));
        }
Beispiel #11
0
    void NotSupportBestImangeEffect_ChooseDownResolution()
    {
        //WaitingSelect = false;
        //PerformanceCheckUI_Reslut uiInstance = PerformanceCheckManager.Instance.flowShareData.ui_Reslut;
        //uiInstance.tips.text = "测试完成,您可以在<color=red>登入游戏后按[ESC]->视频设置</color>中修改您的选项。正在进入游戏.....";

        //uiInstance.ConfigOneBtn.onClick.RemoveAllListeners();
        //uiInstance.ConfigTwoBtn.onClick.RemoveAllListeners();
        //uiInstance.ConfigTwoRoot.SetActive(false);
        //uiInstance.ConfigOneRoot.SetActive(false);

        ImageSetting.GetData().AdvanceImageEffectEnabled = 1;
        ImageSetting.SetResolution(TargetResolution, false);
        ImageSetting.Clear();
        EndPerformanceCheck();
    }
Beispiel #12
0
    public SceneRenderingQuality GetWaterMode()
    {
        if (!WaterRefrctionObjectShader)
        {
            return(SceneRenderingQuality.Fastest);
        }

        if (hardWateSupportQuality < ImageSetting.GetData().currSceneRenderingQuality)
        {
            return(hardWateSupportQuality);
        }
        else
        {
            return(ImageSetting.GetData().currSceneRenderingQuality);
        }
    }
Beispiel #13
0
 public void OnBloomAndFlaresClick()
 {
     if (!BloomAndFlares.interactable)
     {
         return;
     }
     ImageSetting.GetData().BloomAndFlaresEnabled = BloomAndFlares.isOn ? 1 : 0;
     if (BloomAndFlares.isOn)
     {
         ImageEffects.ImageEffectManager.API_EnableImageEffect <ImageEffects.BloomAndFlares>();
     }
     else
     {
         ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.BloomAndFlares>();
     }
 }
Beispiel #14
0
        public void OnSSAOClick()
        {
            if (!SSAO.interactable)
            {
                return;
            }

            ImageSetting.GetData().SSAOEnabled = SSAO.isOn ? 1 : 0;
            if (SSAO.isOn)
            {
                ImageEffects.ImageEffectManager.API_EnableImageEffect <ImageEffects.SSAOPro>();
            }
            else
            {
                ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.SSAOPro>();
            }
        }
Beispiel #15
0
        public void OnFXAAClick()
        {
            if (!FXAA.interactable)
            {
                return;
            }

            ImageSetting.GetData().FXAAEnabled = FXAA.isOn ? 1 : 0;

            if (FXAA.isOn)
            {
                ImageEffects.ImageEffectManager.API_EnableImageEffect <ImageEffects.FXAA>();
            }
            else
            {
                ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.FXAA>();
            }
        }
Beispiel #16
0
        //设置分辨率
        public void SetResolutionData()
        {
            List <Dropdown.OptionData> dataList = new List <Dropdown.OptionData>();
            List <string> supportList           = ImageSetting.GetSupportResolutionList();

            foreach (string s in supportList)
            {
                Dropdown.OptionData data = new Dropdown.OptionData();
                data.text = s;
                dataList.Add(data);
            }
            if (notSupportFullSceen)
            {
                notSupportFullSceen.enabled = false;
            }
            initingVedioData        = true;
            Resolution.options      = dataList;
            Resolution.value        = ImageSetting.GetResolutionIndex(ImageSetting.GetData().currResolution);
            FullScreen.isOn         = ImageSetting.GetData().currWindowType == WindowType.FullScreen;
            Resolution.interactable = !FullScreen.isOn;
            initingVedioData        = false;
        }
Beispiel #17
0
    void FihishWithNormal()
    {
        //看看几何等级
        PerformanceCheckManager.PerformanceCheckReslut reslut = PerformanceCheckManager.Instance.ReslutData;
        if (reslut.GeometricRenderLevel <= 1 || reslut.ImageEffectRenderLevel <= 1)//最低级
        {
            ImageSetting.SetImageQuality(ImageQuality.Fastest);
            ImageSetting.ResetOthersSettings();
            UpdateReslutUI(ImageQuality.Fastest);
            return;
        }

        //中级情况1,所有都通过了
        if (reslut.GeometricRenderLevel == 2 && reslut.ImageEffectRenderLevel == 2)
        {
            ImageSetting.SetImageQuality(ImageQuality.Good);
            ImageSetting.ResetOthersSettings();
            UpdateReslutUI(ImageQuality.Good);
            return;
        }

        //中级情况2,通过了几何,没有通过后处理测试
        if (reslut.GeometricRenderLevel == 2)
        {
            ImageSetting.SetImageQuality(ImageQuality.Good);
            ImageSetting.ResetOthersSettings();
            flag = ReslutImageFlags.NotSupportFullGoodImageEffect;
            UpdateReslutUI(ImageQuality.Good, flag);
            return;
        }

        //高级情况1,所有都通过了
        if (reslut.GeometricRenderLevel == 3 && reslut.ImageEffectRenderLevel == 3)
        {
            ImageSetting.SetImageQuality(ImageQuality.High);
            ImageSetting.ResetOthersSettings();
            UpdateReslutUI(ImageQuality.High);
            return;
        }

        //高级情况2,通过了几何,没有通过后处理测试
        if (reslut.GeometricRenderLevel == 3)
        {
            ImageSetting.SetImageQuality(ImageQuality.High);
            ImageSetting.ResetOthersSettings();
            flag = ReslutImageFlags.NotSupportFullHighImageEffect;
            UpdateReslutUI(ImageQuality.High, flag);
            return;
        }

        //最高级情况1,所有测试都通过了
        if (reslut.GeometricRenderLevel == 4 && reslut.ImageEffectRenderLevel == 4)
        {
            //再看一下帧数,帧数超过70fps,可以把抗锯齿和Bloom开启来
            //如果真是超过80fps,可以把抗锯齿,bloom和ao开起来
            ImageSetting.SetImageQuality(ImageQuality.Best);
            ImageSetting.ResetOthersSettings();
            ImageSetting.GetData().AdvanceImageEffectEnabled = 1;
            if (PerformanceCheck_FPS.currFPS > PerformanceCheckManager.PassLevleFps * 1.3f)
            {
                ImageSetting.GetData().FXAAEnabled           = 1;
                ImageSetting.GetData().BloomAndFlaresEnabled = 1;
                flag = ReslutImageFlags.OpenOhtersImageEffects;

                if (PerformanceCheck_FPS.currFPS > PerformanceCheckManager.PassLevleFps * 1.4f)
                {
                    ImageSetting.GetData().SSAOEnabled = 1;
                }
            }


            UpdateReslutUI(ImageQuality.Best, flag);
            return;
        }

        //最高级情况2,只通过了几何图形测试,没有通过后处理,这种情况是显卡的能力不足,给予两种选择
        //1。降低分辨率
        //2.关闭后处理
        if (reslut.GeometricRenderLevel == 4)
        {
            ImageSetting.SetImageQuality(ImageQuality.Best);
            ImageSetting.ResetOthersSettings();

            flag = ReslutImageFlags.NotSupportFullBestImageEffect;
            UpdateReslutUI(ImageQuality.Best, flag);
            return;
        }
    }
Beispiel #18
0
    ///// <summary>
    ///// 死亡前的碰撞层
    ///// </summary>
    //private int nOldCollisionLayer = -1;
    // 进入状态
    public bool OnEnter(IntPtr lParam)
    {
        //退出假死状态
        if (m_pFSM != null && m_pFSM.animatorCtrl != null)
        {
            m_pFSM.animatorCtrl.Dying = false;
        }

        Debug.Log("on OnEnter CreaturePosture_Dead " + this.m_pFSM.name);
        if (m_pFSM.showLog)
        {
            Trace.Log(m_pFSM.name + "=======OnEnter CreaturePosture_Dead======");
        }

        cmd_creature_die context = IntPtrHelper.toData <cmd_creature_die>(lParam);

        if (m_pFSM.showLog)
        {
            Trace.Log("DeadInterval:" + context.nDeadInterval);
            Trace.Log("reborn second:" + context.nInterval);
        }



        m_pFSM.rebornTick = context.nInterval - context.nDeadInterval;
        if (m_pFSM.rebornTick <= 0)
        {
            Trace.Log("rebornTick <= 0!");
            //return false;                   吃鸡地图,这个时差是0,所以先不要返回
        }
        m_nDeadInterval = context.nDeadInterval;

        //暂时让角色死亡不让射线检测该层
        //if (!m_pFSM.isHero)
        //{
        //    nOldLayer = m_pFSM.gameObject.layer;
        //    if (m_pFSM.gameObject.layer != LayerMask.NameToLayer(Config.LayerTransparentFX))
        //    {
        //        GameUtil.SetLayer(LayerMask.NameToLayer(Config.LayerNeutrality), m_pFSM.gameObject, true);
        //    }

        //    //m_pFSM.gameObject.layer = LayerMask.NameToLayer(Config.LayerPlayerFriend);
        //    //if (m_pFSM.SkinConfig.ScreenCastObject != null)
        //    //{
        //    //    m_pFSM.SkinConfig.ScreenCastObject.layer = LayerMask.NameToLayer(Config.LayerPlayerFriend);
        //    //}
        //}

        SkillCtrl sk = m_pFSM.GetComponent <SkillCtrl>();

        if (sk)
        {
            sk.enabled = false;
        }

        SoldierController sco = m_pFSM.GetComponent <SoldierController>();

        if (sco)
        {
            sco.dead = true;
        }

        if (m_pFSM.animator)
        {
            m_pFSM.animator.SetTrigger("Dead");

            m_pFSM.animator.ResetTrigger("Reborn");
        }

        //关闭死亡时要求关闭的光效
        LightingEffectManager light = m_pFSM.GetComponent <LightingEffectManager>();

        if (light)
        {
            light.CloseLightingWhenDead();
        }

        startTick = GameLogicAPI.getSyncTickCount(); // GameLogicAPI.getTickCount();
        endTick   = startTick + (uint)m_pFSM.rebornTick;
        tick_cameraSwitchAfterDead = startTick + m_pFSM.cameraSwitchAfterDead;

        if (m_pFSM.isHero)
        {
            //GFxGameHud hud = SFGFxMovieManager.GetWindow<GFxGameHud>();
            //if (SFGFxMovieManager.CheckTheMovieCanUse(hud))
            //{
            //    hud.ShowReliveTime(((float)m_pFSM.rebornTick));
            //}
            ScreenREC.GetInstance().SwitchRECState(ScreenREC.EMRECState.EMREC_STOP);

            //ImageEffects.ImageEffectManager.API_EnableImageEffect<ImageEffects.FullScreenGray>();
            if (ImageSetting.GetData().currImageQuality == ImageQuality.Fastest)
            {
                LightingEffectFactory.EnableDeadEffect();
                ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.FullScreenSaturation>();
                ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.DepthOfFieldScatter>();
            }
            else
            {
                LightingEffectFactory.DisableDeadEffect();
                ImageEffects.ImageEffectManager.API_EnableImageEffect <ImageEffects.FullScreenSaturation>();
                ImageEffects.ImageEffectManager.API_DisableImageEffect <ImageEffects.DepthOfFieldScatter>();
            }
        }

        //死亡不碰撞
        if (m_pFSM.controller)
        {
            //nOldCollisionLayer = m_pFSM.gameObject.layer;
            //m_pFSM.gameObject.layer = LayerMask.NameToLayer(Config.LayerIngoreRayCast);
            m_pFSM.pickableCount = 0;
        }

        int nEntityID = m_pFSM.entityID;

        U3D_Render.EntityView ev = EntityFactory.getPlayerViewByID(nEntityID);

        //添加金币掉落光效
        if (GameLogicAPI.isInWarScene() > 0)
        {
            addMoneyEffect(ev, context.uMurderID);
        }

        USpeedUI.Blood.UBloodManager.Instance.OnEntityDead(m_pFSM.entityID, ENTITY_TYPE.TYPE_PLAYER_ROLE);
        // 小地图隐藏
//         U3D_Render.EntityView objev = EntityFactory.getEntityViewByID(m_pFSM.entityID);
//         if (objev != null && GFxMinimapManager.Instance != null)
//         {
//             GFxMinimapManager.Instance.SetObjectVisible(m_pFSM.entityID, objev.createinfo.nMinimapIcon, 0);
//         }
        return(true);
    }
Beispiel #19
0
    void OnGUI()
    {
        if (!ShowButtons)
        {
            return;
        }
        int xindex = -1;
        int yindex = 0;

        Rows = Screen.height / buttonHeight;
        for (int i = 0; i < AnimationName.Length; i++)
        {
            string [] s        = AnimationName[i].Split('@');
            string    tempname = s[s.Length - 1];
            yindex = i % Rows;
            if (i % Rows == 0)
            {
                xindex++;
            }
            if (string.IsNullOrEmpty(AnimationName[i]))
            {
                continue;
            }
            if (GUI.Button(new Rect(xindex * buttonWidth + Xoffset, yindex * buttonHeight, buttonWidth, buttonHeight), tempname))
            {
                for (int j = 0; j < m_Animator.Length; j++)
                {
                    m_Animator[j].Play(AnimationName[i]);
                }

                if (IsEnabledXP())
                {
                    PlayCameraAnim(XPClip);
                }

                if (animationNode.Count > 0)
                {
                    for (int j = 0; j < animationNode.Count; j++)
                    {
                        AnimationNode node = animationNode[j];
                        //去掉空格
                        string CorrectName  = tempname.Trim();
                        string CorrectName2 = node.AnimationName.Trim();
                        if (CorrectName.Equals(CorrectName2) || node.AlwaysPlay)
                        {
                            foreach (EffectNode n in node.effectList)
                            {
                                if (n)
                                {
                                    bStartTime = true;
                                    timede     = 0.0f;
                                    n.Init();
                                    n.StopEffect();
                                    n.ResetScale();
                                    n.PlayEffect(isEmeny, -1, Vector3.zero, Vector3.zero, (int)EffectNodeMask.Mask_EnableLihgt);
                                    n.SetScale(SizeScale);
                                }
                            }

                            foreach (AudioSource aud in node.audioList)
                            {
                                if (aud)
                                {
                                    aud.Stop();
                                    aud.Play();
                                }
                            }
                        }
                    }

                    if (MoveSpeed > 0.0001f && MoveTime > 0.0001f)
                    {
                        if (DelayStartMove > 0.01)
                        {
                            if (!isOnDelayStartMove)
                            {
                                isOnDelayStartMove = true;
                                StartCoroutine(WaitForDelayStartMove());
                            }
                        }
                        else
                        {
                            isCanMove    = true;
                            CurrMoveTime = MoveTime;
                        }
                    }
                }
                if (PauseEditor != null)
                {
                    PauseEditor(PausedWhenClickButton);
                }
            }
        }

        GUI.Label(new Rect(Screen.width - 100.0f, 0, 80, 20), "时间:" + timede.ToString("F2"));

        Color c = GUI.color;

        GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Fastest;
        GUI.color   = GUI.enabled ? c : Color.red;
        if (GUI.Button(new Rect(Screen.width - 100.0f, 20, 80, 20), "低等画质"))
        {
            ImageSetting.SetImageQuality(ImageQuality.Fastest);
        }
        GUI.enabled = true;
        GUI.color   = c;

        GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Good;
        GUI.color   = GUI.enabled ? c : Color.red;
        if (GUI.Button(new Rect(Screen.width - 100.0f, 40, 80, 20), "中等画质"))
        {
            ImageSetting.SetImageQuality(ImageQuality.Good);
        }
        GUI.enabled = true;
        GUI.color   = c;

        GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.High;
        GUI.color   = GUI.enabled ? c : Color.red;
        if (GUI.Button(new Rect(Screen.width - 100.0f, 60, 80, 20), "高等画质"))
        {
            ImageSetting.SetImageQuality(ImageQuality.High);
        }
        GUI.enabled = true;
        GUI.color   = c;


        GUI.enabled = ImageSetting.GetData().currImageQuality != ImageQuality.Best;
        GUI.color   = GUI.enabled ? c : Color.red;
        if (GUI.Button(new Rect(Screen.width - 100.0f, 80, 80, 20), "极高画质"))
        {
            ImageSetting.SetImageQuality(ImageQuality.Best);
        }
        GUI.enabled = true;
        GUI.color   = c;

        isEmeny = GUI.Toggle(new Rect(Screen.width - 100.0f, 100, 80, 20), isEmeny, "敌方技能");

        SizeScale = GUI.HorizontalSlider(new Rect(Screen.width - 100.0f, 120, 80, 20), SizeScale, 0.01f, 10.0f);
    }
Beispiel #20
0
        public void SetVedioData()
        {
            //AutoSetting.isOn = ImageSetting.AutoAdjustQuality > 0;
            //if (AutoSetting.isOn)
            //    Shield.gameObject.SetActive(true);
            //else
            //    Shield.gameObject.SetActive(false);


            AdvanceImangeEffect.interactable = false;
            AdvanceImangeEffect.isOn         = false;

            SSAO.interactable = false;
            SSAO.isOn         = false;

            FXAA.interactable = false;
            FXAA.isOn         = false;

            BloomAndFlares.interactable = false;
            BloomAndFlares.isOn         = false;

            ModifyGameBrightness.interactable = false;
            ModifyGameBrightness.maxValue     = ImageSetting.GetData().MaxGameBrightness;
            ModifyGameBrightness.minValue     = ImageSetting.GetData().MinGameBrightness;
            ModifyGameBrightness.value        = ImageSetting.GetData().currGameBrightness;
            ModifyGameBrightness.interactable = true;

            int lv = (int)ImageSetting.GetData().currImageQuality - 1;

            ImageLevelBtnGroup.SetItemSelectedItem(lv);

            LvBg.anchoredPosition = new Vector2(LvImgMargin + lv * (LvImgSpacing + LvImgWidth), LvBg.anchoredPosition.y);

            if ((int)ImageSetting.GetData().currImageQuality == (int)VedioLevel.Best || (int)ImageSetting.GetData().currImageQuality == (int)VedioLevel.High)
            {
                AdvanceImangeEffect.interactable = false;
                AdvanceImangeEffect.isOn         = ImageSetting.GetData().AdvanceImageEffectEnabled > 0;
                AdvanceImangeEffect.interactable = true;

                SetOthersImageSetting();
            }
            foreach (VedioItemToggle toggle in m_VedioItemList)
            {
                switch (toggle.item)
                {
                case VedioItem.ShadowQuality:
                    toggle.level    = (VedioLevel)((int)ImageSetting.GetData().currShadowQuality);
                    toggle.txt.text = levelDis[(int)ImageSetting.GetData().currShadowQuality];
                    continue;

                case VedioItem.SceneQuality:
                    toggle.level    = (VedioLevel)((int)ImageSetting.GetData().currSceneRenderingQuality);
                    toggle.txt.text = levelDis[(int)ImageSetting.GetData().currSceneRenderingQuality];
                    continue;

                case VedioItem.EffectQuality:
                    toggle.level    = (VedioLevel)((int)ImageSetting.GetData().currEffectQuality);
                    toggle.txt.text = levelDis[(int)ImageSetting.GetData().currEffectQuality];
                    continue;

                case VedioItem.TextureQuality:
                    toggle.level    = (VedioLevel)((int)ImageSetting.GetData().currTextureQuality);
                    toggle.txt.text = levelDis[(int)ImageSetting.GetData().currTextureQuality];
                    continue;
                }
            }
        }