/// <summary> /// 处理-Y轴移动速度 /// </summary> /// <param name="value"></param> public void HandleForCameraMoveSpeedY(float value) { if (!isInitCameraMoveSpeedY) { return; } settingCameraMoveSpeedY.SetContent($"{Mathf.RoundToInt((value / 0.02f) * 100)}%"); gameConfig.speedForPlayerCameraMoveY = value; //CameraHandler.Instance.ChangeCameraSpeed(gameConfig.speedForPlayerCameraMoveX, gameConfig.speedForPlayerCameraMoveY); }
/// <summary> /// ´¦Àí-ˢз¶Î§ /// </summary> public void HandleForWorldDestoryRange(float value) { if (!isInitWorldDestoryRange) { return; } gameConfig.worldDestoryRange = (int)value; worldDestoryRange.SetContent($"{gameConfig.worldDestoryRange}"); WorldCreateHandler.Instance.HandleForWorldUpdate(false); }
/// <summary> /// 处理-帧数 /// </summary> public void HandleForFrame(float value) { gameConfig.frames = 20 + (int)(value * 100); settingFrame.SetContent($"{gameConfig.frames}"); FPSHandler.Instance.SetData(gameConfig.stateForFrames, gameConfig.frames); }
/// <summary> /// 处理-阴影距离 /// </summary> /// <param name="value"></param> public void HandleForShadowDis(float value) { gameConfig.shadowDis = value * 200; VolumeHandler.Instance.manager.SetShadowsDistance(gameConfig.shadowDis); settingShadowDis.SetContent($"{Math.Round(gameConfig.shadowDis, 0)}m"); }