public static void SetEffectLevel(GameQuality level) { if (iEffectLevel != level) { iEffectLevel = level; NoticeLevelChange(iEffectLevel); } }
public static void SetEffectLevel(GameQuality level) { if (EffectLevel.iEffectLevel != level) { EffectLevel.iEffectLevel = level; EffectLevel.NoticeLevelChange(EffectLevel.iEffectLevel); } }
void Start() { gamequality = new GameQuality(); fps = gameObject.AddComponent <FPSCalc>(); LoadConfig(); DontDestroyOnLoad(gameObject); Application.targetFrameRate = 60; Screen.SetResolution(ScreenX, ScreenY, fullScreen); }
private static void NoticeLevelChange(GameQuality level) { for (int i = 0; i < EffectLevel.mGoList.Count; i++) { EffectLevel effectLevel = EffectLevel.mGoList[i]; if (effectLevel != null) { effectLevel.LevelChange(level); } } }
// ======================= 公共接口 =========================== // 1:设置当前游戏品质 public void SetGameQuality(GameQuality quality) { if (m_GameQuality == quality) { return; } m_GameQuality = quality; QualitySettings.SetQualityLevel((int)m_GameQuality); ConfigsManager.Inst.SetClientConfig(ClientConfigs.Quality, ((int)quality).ToString()); //Debug.Log("游戏品质发生改变:" + quality); GameEventDispatcher.Inst.dispatchEvent(GameEventID.G_GameQualityChanged); // 开启/关闭 其他渲染优化操作! // TODO.... }
public static void AdjustResolution(GameQuality quality) { switch (quality) { case GameQuality.Low: currentResolution = ConvertResolution(new Vector2(960, 540)); break; case GameQuality.Medium: currentResolution = ConvertResolution(new Vector2(1280, 720)); break; case GameQuality.High: currentResolution = ConvertResolution(new Vector2(1920, 1080)); break; } Screen.SetResolution(Mathf.RoundToInt(currentResolution.x), Mathf.RoundToInt(currentResolution.y), true); }
protected virtual void LevelChange(GameQuality level) { bool flag = false; switch (level) { case GameQuality.SUPER_LOW: if (this.mbMinimalism) { flag = true; } break; case GameQuality.LOW: if (this.mbLow) { flag = true; } break; case GameQuality.MIDDLE: if (this.mbMiddle) { flag = true; } break; case GameQuality.HIGH: if (this.mbHigh) { flag = true; } break; } this.mbCurActive = flag; this.SetActive(this.mbCurActive); }
/// <summary> /// 级别变化 /// </summary> /// <param name="ieLevel"></param> protected virtual void LevelChange(GameQuality level) { bool bShow = false; switch (level) { case GameQuality.SUPER_LOW: //极简 if (mbMinimalism) { bShow = true; } break; case GameQuality.LOW: //低 if (mbLow) { bShow = true; } break; case GameQuality.MIDDLE: //中 if (mbMiddle) { bShow = true; } break; case GameQuality.HIGH: //高 if (mbHigh) { bShow = true; } break; } mbCurActive = bShow; SetActive(mbCurActive); }
private void SetImageQuality(GameQuality quality) { PlayerPrefs.SetInt(this.ImageQuality, (int)quality); }