static void ToggleMute(string key, bool value) { PlayerPrefsUtil.SetBool( key, value ); }
private void LoadAllSetting() { bool isAppLaunchedFirstTime = PlayerPrefsUtil.GetBool(PrefsConstant.KEY_IS_APP_LAUNCHED_FIRST_TIME); if (!isAppLaunchedFirstTime) { PlayerPrefsUtil.SetBool(PrefsConstant.KEY_IS_APP_LAUNCHED_FIRST_TIME, true); PlayerPrefsUtil.SetFloat(PrefsConstant.KEY_SOUND_VOLUME, 1f); PlayerPrefsUtil.SetFloat(PrefsConstant.KEY_MUSIC_VOLUME, 1f); PlayerPrefsUtil.SetFloat(PrefsConstant.KEY_GLOBAL_VOLUME, 1f); } mSoundVolume = PlayerPrefsUtil.GetFloat(PrefsConstant.KEY_SOUND_VOLUME); mMusicVolume = PlayerPrefsUtil.GetFloat(PrefsConstant.KEY_MUSIC_VOLUME); mGlobalVolume = PlayerPrefsUtil.GetFloat(PrefsConstant.KEY_GLOBAL_VOLUME); //Debug.Log("Load " + mSoundVolume); //Debug.Log("Load " + mMusicVolume); //Debug.Log("Load " + mGlobalVolume); }
private void OnDestroy() { string type = typeof(T).ToString(); PlayerPrefs.SetInt(type + "_RESULTSIZE_X", m_ResultSize.x); PlayerPrefs.SetInt(type + "_RESULTSIZE_Y", m_ResultSize.y); PlayerPrefsUtil.SetStringArray(type + "_BOXKEYS", m_ComponentBoxes.ExtractKeys().ToArray()); foreach (KeyValuePair <string, TextureColorContainer> tcc in m_ComponentBoxes) { PlayerPrefsUtil.SetBool(type + "_ISCOLOR_" + tcc.Key, tcc.Value.IsColor); PlayerPrefs.SetString(type + "_TEXPATH_" + tcc.Key, AssetDatabase.GetAssetPath(tcc.Value.Texture)); PlayerPrefsUtil.SetColor(type + "_COLOR_" + tcc.Key, tcc.Value.Color); } PlayerPrefsUtil.SetFloatArray(type + "_SAVEABLES", GetSaveableValues()); }
/// <summary> /// Apply changes done to the manager towards the actual game. If overwrite, it will force save all settings, not just the changed ones. /// </summary> public void ApplyChanges(bool overwrite = false) { // Screen if (overwrite || (m_CurrentResolutionIndex != ResolutionIndex || m_CurrentAspectRatio != AspectRatio || m_CurrentlyFullscreen != Fullscreen || m_CurrentRefreshRate != RefreshRate)) { m_CurrentAspectRatio = AspectRatio; m_CurrentResolutionIndex = ResolutionIndex; m_CurrentlyFullscreen = Fullscreen; m_CurrentRefreshRate = RefreshRate; Vector2Int resolution = m_ResolutionList[m_CurrentAspectRatio][m_CurrentResolutionIndex]; Screen.SetResolution(resolution.x, resolution.y, m_CurrentlyFullscreen, m_CurrentRefreshRate); PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_ASPECTRATIO", m_CurrentAspectRatio); PlayerPrefs.SetInt("SETTINGSMANAGER_RESOLUTIONINDEX", m_CurrentResolutionIndex); PlayerPrefsUtil.SetBool("SETTINGSMANAGER_FULLSCREEN", m_CurrentlyFullscreen); PlayerPrefs.GetInt("SETTINGSMANAGER_REFRESHRATE", m_CurrentRefreshRate); } // Graphics if (overwrite || (m_CurrentPixelLightCount != PixelLightCount)) { m_CurrentPixelLightCount = PixelLightCount; QualitySettings.pixelLightCount = m_CurrentPixelLightCount; PlayerPrefs.SetInt("SETTINGSMANAGER_PIXELLIGHTCOUNT", m_CurrentPixelLightCount); } if (overwrite || (m_CurrentTextureQualityType != TextureQuality)) { m_CurrentTextureQualityType = TextureQuality; QualitySettings.masterTextureLimit = (int)m_CurrentTextureQualityType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_TEXTUREQUALITYTYPE", m_CurrentTextureQualityType); } if (overwrite || (m_CurrentAnisotropicFiltering != AnisotropicFiltering)) { m_CurrentAnisotropicFiltering = AnisotropicFiltering; QualitySettings.anisotropicFiltering = m_CurrentAnisotropicFiltering ? UnityEngine.AnisotropicFiltering.Enable : UnityEngine.AnisotropicFiltering.Disable; PlayerPrefsUtil.SetBool("SETTINGSMANAGER_ANISOTROPICFILTERING", m_CurrentAnisotropicFiltering); } if (overwrite || (m_CurrentAntiAliasingType != AntiAliasing)) { m_CurrentAntiAliasingType = AntiAliasing; QualitySettings.antiAliasing = (int)m_CurrentAntiAliasingType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_ANTIALIASINGTYPE", m_CurrentAntiAliasingType); } if (overwrite || (m_CurrentSoftParticles != SoftParticles)) { m_CurrentSoftParticles = SoftParticles; QualitySettings.softParticles = m_CurrentSoftParticles; PlayerPrefsUtil.SetBool("SETTINGSMANAGER_SOFTPARTICLES", m_CurrentSoftParticles); } if (overwrite || (m_CurrentRealtimeReflectionProbe != RealtimeReflectionProbe)) { m_CurrentRealtimeReflectionProbe = RealtimeReflectionProbe; QualitySettings.realtimeReflectionProbes = m_CurrentRealtimeReflectionProbe; PlayerPrefsUtil.SetBool("SETTINGSMANAGER_REALTIMEREFLECTIONPROBE", m_CurrentRealtimeReflectionProbe); } if (overwrite || (m_CurrentVSyncCount != VSyncCount)) { m_CurrentVSyncCount = VSyncCount; QualitySettings.vSyncCount = VSyncCount; PlayerPrefs.SetInt("SETTINGSMANAGER_VSYNCCOUNT", m_CurrentVSyncCount); } // Shadows if (overwrite || (m_CurrentShadowQualityType != ShadowQualityType)) { m_CurrentShadowQualityType = ShadowQualityType; QualitySettings.shadows = m_CurrentShadowQualityType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWQUALITYTYPE", m_CurrentShadowQualityType); } if (overwrite || (m_CurrentShadowResolutionType != ShadowResolutionType)) { m_CurrentShadowResolutionType = ShadowResolutionType; QualitySettings.shadowResolution = m_CurrentShadowResolutionType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWRESOLUTIONTYPE", m_CurrentShadowQualityType); } if (overwrite || (m_CurrentShadowProjectionType != ShadowProjectionType)) { m_CurrentShadowProjectionType = ShadowProjectionType; QualitySettings.shadowProjection = m_CurrentShadowProjectionType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWPROJECTIONTYPE", m_CurrentShadowProjectionType); } if (overwrite || (m_CurrentShadowDistanceType != ShadowDistance)) { m_CurrentShadowDistanceType = ShadowDistance; QualitySettings.shadowDistance = (int)m_CurrentShadowDistanceType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWDISTANCETYPE", m_CurrentShadowProjectionType); } if (overwrite || (m_CurrentShadowmaskModeType != ShadowmaskModeType)) { m_CurrentShadowmaskModeType = ShadowmaskModeType; QualitySettings.shadowmaskMode = m_CurrentShadowmaskModeType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWMASKMODE", m_CurrentShadowmaskModeType); } if (overwrite || (m_CurrentShadowNearPlaneOffset != ShadowNearPlaneOffset)) { m_CurrentShadowNearPlaneOffset = ShadowNearPlaneOffset; QualitySettings.shadowNearPlaneOffset = m_CurrentShadowNearPlaneOffset; PlayerPrefs.SetInt("SETTINGSMANAGER_SHADOWNEARPLANEOFFSET", m_CurrentShadowNearPlaneOffset); } if (overwrite || (m_CurrentShadowCascadeType != ShadowCascadeType)) { m_CurrentShadowCascadeType = ShadowCascadeType; QualitySettings.shadowCascades = (int)m_CurrentShadowCascadeType; PlayerPrefsUtil.SetEnum("SETTINGSMANAGER_SHADOWCASCADETYPE", m_CurrentShadowCascadeType); } }