void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Exemple #2
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    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerCharacterController = FindObjectOfType <PlayerCharacterController>();

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        // if the user saved a value
        if (GlobalPlayerSettings.lookSensitivity > 0)
        {
            // change slider to saved value
            lookSensitivitySlider.value = GlobalPlayerSettings.lookSensitivity;
            // change player sensivity to saved value
            m_PlayerInputsHandler.lookSensitivity = GlobalPlayerSettings.lookSensitivity;
        }
        else
        {
            // default is 1
            lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        }

        lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        runSpeedSlider.value = m_PlayerCharacterController.maxSpeedOnGround;
        runSpeedSlider.onValueChanged.AddListener(OnRunSpeedChanged);

        jumpForceSlider.value = m_PlayerCharacterController.jumpForce;
        jumpForceSlider.onValueChanged.AddListener(OnJumpForceChanged);

        gravitySlider.value = m_PlayerCharacterController.gravityDownForce;
        gravitySlider.onValueChanged.AddListener(OnGravityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
Exemple #3
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    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        m_Music = FindObjectOfType <Music>();

        // check box to saved value
        musicToggle.isOn = Music.isPlaying;
        // toggle music
        m_Music.isOn(Music.isPlaying);

        musicToggle.onValueChanged.AddListener(OnMusicChanged);

        m_Timer = FindObjectOfType <Timer>();

        menuRoot.SetActive(false);

        // if the user saved a value
        if (GlobalLookSensitivity.lookSensitivity > 0)
        {
            // change slider to saved value
            lookSensitivitySlider.value = GlobalLookSensitivity.lookSensitivity;
            // change player sensivity to saved value
            m_PlayerInputsHandler.lookSensitivity = GlobalLookSensitivity.lookSensitivity;
        }
        else
        {
            // default is 1
            lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        }

        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }