public void ChangeVOL(float i) { if (Gaming) //判断该滑杆的属性 { VOLBaseSetting.BgmVOL = i; //给全局变量赋值,i是当前拖动滑杆的值 } else if (Prop) { VOLBaseSetting.PropVOL = i; } else if (Action) { VOLBaseSetting.ActionVOL = i; } BGM.GetComponent <AudioSource>().volume = i; var model = new VOLBase(); model.ActionVOL = VOLBaseSetting.ActionVOL; model.PropVOL = VOLBaseSetting.PropVOL; model.BgmVOL = VOLBaseSetting.BgmVOL; //根据最新的音量配置实例化一个新的实体,转换成Json串 var str = JsonUtility.ToJson(model); SaveJson.Save(GameBaseSetting.VolJsonPath, str);//保存到本地 }
// void Awake() { Time.timeScale = 1; GameBaseSetting.Life = 5; //初始化生命值 GameBaseSetting.PartPosition = new int[] { -68, 0, 20, 36 }; //初始化地图位置 GameBaseSetting.Score = 0; //分数 GetValue(); SetValue(); if (!File.Exists(GameBaseSetting.VolJsonPath))//初次打开设置音量 { File.Create(GameBaseSetting.VolJsonPath).Dispose(); VOLBase vOL = new VOLBase() { ActionVOL = 0.5f, BgmVOL = 0.5f, PropVOL = 0.5f }; File.WriteAllText(GameBaseSetting.VolJsonPath, JsonUtility.ToJson(vOL)); } }