private void UpdateOptions(bool Apply) { if (configHandler.ContainsSection("Graphic") && configHandler.ContainsSection("Game")) { DeserializeSettings(Apply); } else { QualityDropdown.value = QualitySettings.GetQualityLevel(); QualityLevel = QualitySettings.GetQualityLevel(); AntialiasingDropdown.value = DDAntialiasingLevel(QualitySettings.antiAliasing); AnisotropicDropdown.value = (int)QualitySettings.anisotropicFiltering; TextureQualityDropdown.value = DDTextureQuality(QualitySettings.masterTextureLimit); BlendWeightsDropdown.value = DDBlendWeightsLevel((int)QualitySettings.blendWeights); VSyncDropdown.value = QualitySettings.vSyncCount; ShadowResolutionDropdown.value = (int)QualitySettings.shadowResolution; ShadowQualityDropdown.value = (int)QualitySettings.shadows; ShadowCascadesDropdown.value = DDSCascadesLevel(QualitySettings.shadowCascades); ShadowProjecionDropdown.value = (int)QualitySettings.shadowProjection; ShadowDistanceSlider.value = QualitySettings.shadowDistance; SerializeGraphic(); isLoaded = true; } }
void Update() { if (configHandler && configHandler.ContainsSection("Game") && configHandler.ContainsSectionKey("Game", "Sensitivity")) { float sensitivity = float.Parse(configHandler.Deserialize("Game", "Sensitivity")); if (!(sensitivity == 0)) { if (!(sensitivityX == 0)) { sensitivityX = sensitivity; } if (!(sensitivityY == 0)) { sensitivityY = sensitivity; } } } if (Cursor.lockState == CursorLockMode.None) { return; } if (axes == RotationAxes.MouseXAndY) { // Read the mouse input axis rotationX += (Input.GetAxis("Mouse X") * sensitivityX / 30 * mainCamera.fieldOfView + offsetX); rotationY += (Input.GetAxis("Mouse Y") * sensitivityY / 30 * mainCamera.fieldOfView + offsetY); rotationX = ClampAngle(rotationX, minimumX, maximumX); rotationY = ClampAngle(rotationY, minimumY, maximumY); Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left); if (smoothLook) { player.transform.localRotation = Quaternion.Slerp(player.transform.localRotation, xQuaternion, smoothTime * Time.deltaTime); transform.localRotation = Quaternion.Slerp(transform.localRotation, yQuaternion, smoothTime * Time.deltaTime); } else { player.transform.localRotation = playerOriginalRotation * xQuaternion; transform.localRotation = originalRotation * yQuaternion; } } else if (axes == RotationAxes.MouseX) { rotationX += (Input.GetAxis("Mouse X") * sensitivityX / 60 * mainCamera.fieldOfView + offsetX); rotationX = ClampAngle(rotationX, minimumX, maximumX); Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); transform.localRotation = originalRotation * xQuaternion; } else { rotationY += (Input.GetAxis("Mouse Y") * sensitivityY / 60 * mainCamera.fieldOfView + offsetY); rotationY = ClampAngle(rotationY, minimumY, maximumY); Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left); transform.localRotation = originalRotation * yQuaternion; } offsetY = 0F; offsetX = 0F; }